Code rework. Basically cleaned up a mess of tabs and whitespaces.

This commit is contained in:
Steffen Fündgens 2015-02-13 13:46:41 +01:00
parent b2398ba643
commit 47fded52ce
14 changed files with 353 additions and 363 deletions

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@ -15,7 +15,6 @@ class Converter {
std::vector<int> newComposition(int type, float posX, float posZ);//creates a new composition and returns its ID std::vector<int> newComposition(int type, float posX, float posZ);//creates a new composition and returns its ID
void deleteComposition(int idG, int idB); void deleteComposition(int idG, int idB);
void save(); //writes the xml to file void save(); //writes the xml to file
private: private:
void errorCheck(XMLError error); void errorCheck(XMLError error);
std::vector<int> nextID; std::vector<int> nextID;

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@ -217,7 +217,6 @@ glm::mat4 Graphics::buildViewMatrix(Level* level) {
return glm::lookAt((level->getCameraCenter()->getPosition() + level->getCamera()->getVector()), return glm::lookAt((level->getCameraCenter()->getPosition() + level->getCamera()->getVector()),
level->getCameraCenter()->getPosition(), glm::vec3(0.0f, 1.0f, 0.0f)); level->getCameraCenter()->getPosition(), glm::vec3(0.0f, 1.0f, 0.0f));
} }
float Graphics::getFarPlane() { float Graphics::getFarPlane() {

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@ -142,7 +142,6 @@ int main( int argc, char *argv[] )
double lastUpdate=0.0f; double lastUpdate=0.0f;
do { do {
double now = glfwGetTime()- startTimeInSeconds; double now = glfwGetTime()- startTimeInSeconds;

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@ -24,11 +24,10 @@ void Physics::init(std::string geometryPath) //prepares bullet by creating all i
void Physics::takeUpdateStep(float timeDiff) void Physics::takeUpdateStep(float timeDiff)
{ {
counter++; counter++;
if(counter<1) if(counter<1)
{ {
world->stepSimulation(timeDiff);//allows the world to be simmulated correctly indipendant of the timedifferences between frames world->stepSimulation(timeDiff); //allows the world to be simmulated correctly indipendant of the timedifferences between frames
return; return;
} }
@ -53,8 +52,8 @@ void Physics::takeUpdateStep(float timeDiff)
position.setY(playerBall->getCenterOfMassPosition().getY() + 1); position.setY(playerBall->getCenterOfMassPosition().getY() + 1);
btVector3 dir = cameraBody->getCenterOfMassPosition() - position; btVector3 dir = cameraBody->getCenterOfMassPosition() - position;
float str = 50 * dir.length() / cameraBody->getInvMass(); float str = 50 * dir.length() / cameraBody->getInvMass(); //getInvMass() returns the inverted mass
cameraBody->applyCentralForce(-dir*str);//scale the force by camera mass cameraBody->applyCentralForce(-dir*str); //scale the force by camera mass
counter=0; counter=0;
float speed = cameraBody->getLinearVelocity().length(); float speed = cameraBody->getLinearVelocity().length();
if(speed>20.0f) if(speed>20.0f)
@ -66,7 +65,7 @@ void Physics::takeUpdateStep(float timeDiff)
} }
world->stepSimulation(timeDiff); world->stepSimulation(timeDiff);
} }
//
void Physics::removePositionConstraint(int bodyIndice) //remover function for deleting all pos constraints on one body void Physics::removePositionConstraint(int bodyIndice) //remover function for deleting all pos constraints on one body
{ {
for(unsigned i = 0; i < allPositionConstraints.size(); i++) for(unsigned i = 0; i < allPositionConstraints.size(); i++)
@ -128,7 +127,7 @@ void Physics::addPlayer(float friction, float rad, Entity entity, float mass, fl
void Physics::addTerrain(int width, int length, float** heightData) //The terrain adding function void Physics::addTerrain(int width, int length, float** heightData) //The terrain adding function
{ {
float* heightfield = new float[width * length];//bullet only accepts data in a one dimensional array, so parse data into appropriate format float* heightfield = new float[width * length]; //bullet only accepts data in a one dimensional array, so parse data into appropriate format
int highest = -999999, j = 0, i = 0; int highest = -999999, j = 0, i = 0;
for (i = 0; i < width; i++) for (i = 0; i < width; i++)
{ {
@ -171,10 +170,10 @@ void Physics::addTriangleMeshBody(Entity entity, std::string path, float mass, f
} }
while( 1 ){ while( 1 ){
char lineHeader[128]; char lineHeader[128];
// read the first word of the line //read the first word of the line
int res = fscanf(file, "%s", lineHeader); int res = fscanf(file, "%s", lineHeader);
if (res == EOF) if (res == EOF)
break; // while not at end do loop break; //while not at end do loop
if ( strcmp( lineHeader, "v" ) == 0 ){ //if a vertex if ( strcmp( lineHeader, "v" ) == 0 ){ //if a vertex
glm::vec3 vertex; glm::vec3 vertex;
fscanf(file, "%f %f %f\n", &vertex.x, &vertex.y, &vertex.z ); fscanf(file, "%f %f %f\n", &vertex.x, &vertex.y, &vertex.z );
@ -183,7 +182,7 @@ void Physics::addTriangleMeshBody(Entity entity, std::string path, float mass, f
else if ( strcmp( lineHeader, "f" ) == 0 ){ //if face (index for 3 vertexes for a triangle) else if ( strcmp( lineHeader, "f" ) == 0 ){ //if face (index for 3 vertexes for a triangle)
std::string vertex1, vertex2, vertex3; std::string vertex1, vertex2, vertex3;
unsigned int vertexIndex[3], uvIndex[3], normalIndex[3]; unsigned int vertexIndex[3], uvIndex[3], normalIndex[3];
int matches = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%d\n", &vertexIndex[0], &uvIndex[0], &normalIndex[0], &vertexIndex[1], &uvIndex[1], &normalIndex[1], &vertexIndex[2], &uvIndex[2], &normalIndex[2] ); int matches = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%d\n", &vertexIndex[0], &uvIndex[0], &normalIndex[0], &vertexIndex[1], &uvIndex[1], &normalIndex[1], &vertexIndex[2], &uvIndex[2], &normalIndex[2]);
vertexIndices.push_back(vertexIndex[0]); vertexIndices.push_back(vertexIndex[0]);
vertexIndices.push_back(vertexIndex[1]); vertexIndices.push_back(vertexIndex[1]);
vertexIndices.push_back(vertexIndex[2]); //save 3 indexes in array vertexIndices.push_back(vertexIndex[2]); //save 3 indexes in array
@ -194,7 +193,7 @@ void Physics::addTriangleMeshBody(Entity entity, std::string path, float mass, f
for(unsigned i = 2; i < vertexIndices.size();i+=3) for(unsigned i = 2; i < vertexIndices.size();i+=3)
{ {
triMesh->addTriangle(temp_vertices[vertexIndices[i]],temp_vertices[vertexIndices[i-1]],temp_vertices[vertexIndices[i-2]]); // for every face (3 elements in vertexIndices) create triangle use the indices to find correct vertexes to make the triangle triMesh->addTriangle(temp_vertices[vertexIndices[i]],temp_vertices[vertexIndices[i-1]],temp_vertices[vertexIndices[i-2]]); //for every face (3 elements in vertexIndices) create triangle use the indices to find correct vertexes to make the triangle
} }
btBvhTriangleMeshShape* shape = new btBvhTriangleMeshShape(triMesh,true); btBvhTriangleMeshShape* shape = new btBvhTriangleMeshShape(triMesh,true);
@ -273,7 +272,6 @@ void Physics::addBox(float width, float height, float length, Entity entity, flo
box->calculateLocalInertia((btScalar)mass,inertia); box->calculateLocalInertia((btScalar)mass,inertia);
} }
btRigidBody::btRigidBodyConstructionInfo info(mass,motion,box,inertia); btRigidBody::btRigidBodyConstructionInfo info(mass,motion,box,inertia);
btRigidBody* body = new btRigidBody(info); btRigidBody* body = new btRigidBody(info);
@ -306,7 +304,6 @@ void Physics::addSphere(float rad, Entity entity, float mass, float dampningL, f
btRigidBody::btRigidBodyConstructionInfo info(mass,motion,sphere,inertia); btRigidBody::btRigidBodyConstructionInfo info(mass,motion,sphere,inertia);
btRigidBody* body = new btRigidBody(info); btRigidBody* body = new btRigidBody(info);
body->setDamping(dampningL, dampningA); body->setDamping(dampningL, dampningA);
@ -319,12 +316,11 @@ void Physics::addSphere(float rad, Entity entity, float mass, float dampningL, f
if(bodies.size() != indice) if(bodies.size() != indice)
throw std::invalid_argument( "Bodies out of Sync" ); throw std::invalid_argument( "Bodies out of Sync" );
} }
void Physics::addCamera() //Camera Creator automatically called when player is created void Physics::addCamera() //Camera Creator automatically called when player is created
{ {
btSphereShape* sphere = new btSphereShape(0.5f);//we use this to make a more interesting camera, that does not interpenetrate with the terrain/objects btSphereShape* sphere = new btSphereShape(0.5f); //we use this to make a more interesting camera, that does not interpenetrate with the terrain/objects
btVector3 inertia(0,0,0); //rotation handled elsewhere (as it always has to look at the player) btVector3 inertia(0,0,0); //rotation handled elsewhere (as it always has to look at the player)
@ -344,7 +340,6 @@ void Physics::addCamera() //Camera Creator automatically called when player is c
cameraBody->setGravity(btVector3(0,0,0)); cameraBody->setGravity(btVector3(0,0,0));
cameraBody->setSleepingThresholds(0,0); //very important, otherwise camera may go to sleep, aka not move until next collision cameraBody->setSleepingThresholds(0,0); //very important, otherwise camera may go to sleep, aka not move until next collision
} }
@ -356,7 +351,7 @@ glm::vec3 Physics::getCameraPosition()
return save; return save;
} }
glm::vec3 Physics::getCameraToPlayer()//returns a glm::vec3 the goes from the camera to the player glm::vec3 Physics::getCameraToPlayer() //returns a glm::vec3 the goes from the camera to the player
{ {
btVector3 origin = playerBall->getCenterOfMassPosition() - cameraBody->getCenterOfMassPosition(); btVector3 origin = playerBall->getCenterOfMassPosition() - cameraBody->getCenterOfMassPosition();
glm::vec3 save(origin.getX(),origin.getY(),origin.getZ()); glm::vec3 save(origin.getX(),origin.getY(),origin.getZ());
@ -388,13 +383,12 @@ void Physics::updateCameraPos(glm::vec2 mouseMovement, float strength)
btVector3 change = playerBall->getCenterOfMassPosition()-cameraBody->getCenterOfMassPosition(); btVector3 change = playerBall->getCenterOfMassPosition()-cameraBody->getCenterOfMassPosition();
change.setY(0); change.setY(0);
change.normalize(); //normalize so that the distance between camera and body does not matter change.normalize(); //normalize so that the distance between camera and body does not matter
change *= (mouseMovement.y);//we start with left/right movement because this needs to be calculated via a crossproduct, and the up down value would alter that change *= (mouseMovement.y); //we start with left/right movement because this needs to be calculated via a crossproduct, and the up down value would alter that
change = btCross(btVector3(0,1,0),change); change = btCross(btVector3(0,1,0),change);
change.setY(mouseMovement.x/5);//scaleing because otherwise oup/down much stronger then left right change.setY(mouseMovement.x/5); //scaleing because otherwise oup/down much stronger then left right
change *= strength / cameraBody->getInvMass(); change *= strength / cameraBody->getInvMass();
cameraBody->applyCentralForce(change); cameraBody->applyCentralForce(change);
} }
//use the crossproduct to correctly apply a torque to the palyer if function called //use the crossproduct to correctly apply a torque to the palyer if function called
@ -447,10 +441,10 @@ void Physics::addStaticGroundPlane()
staticGroundBody = new btRigidBody(groundRigidBodyCI); staticGroundBody = new btRigidBody(groundRigidBodyCI);
world->addRigidBody(staticGroundBody); world->addRigidBody(staticGroundBody);
}//not needed anymoer, but still good for debugging } //not needed anymoer, but still good for debugging
void Physics::kill()//delete dynamically allocated memory void Physics::kill() //delete dynamically allocated memory
{ {
if (world == NULL) { if (world == NULL) {
return; return;
@ -465,7 +459,7 @@ void Physics::kill()//delete dynamically allocated memory
delete motionState; delete motionState;
delete bodies[i]; delete bodies[i];
} }
btMotionState* motionState = terrainBody->getMotionState();//delete the rest that are not in the array bodies btMotionState* motionState = terrainBody->getMotionState(); //delete the rest that are not in the array bodies
btCollisionShape* shape = terrainBody->getCollisionShape(); btCollisionShape* shape = terrainBody->getCollisionShape();
delete shape; delete shape;
delete motionState; delete motionState;

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@ -81,7 +81,7 @@ class Physics {
void addCamera(); //Do NOT impliment before Player has been created; void addCamera(); //Do NOT impliment before Player has been created;
btDynamicsWorld* world = NULL; //contains physical attributes of the world. btDynamicsWorld* world = NULL; //contains physical attributes of the world.
btDispatcher* dispatcher; // btDispatcher* dispatcher;
btCollisionConfiguration* colConfig; //defines the type of collision detection. btCollisionConfiguration* colConfig; //defines the type of collision detection.
btBroadphaseInterface* broadphase; //defines how objects are culled from collision detection. btBroadphaseInterface* broadphase; //defines how objects are culled from collision detection.
btConstraintSolver* solver; //solver for forces and impulses. btConstraintSolver* solver; //solver for forces and impulses.

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@ -27,7 +27,6 @@ void Terrain::load() {
} }
this->makeTriangleMesh(); this->makeTriangleMesh();
heightmapChanged = false; //no need to make a TriangleMesh again before rendering heightmapChanged = false; //no need to make a TriangleMesh again before rendering
} }
void Terrain::makeTriangleMesh(){ void Terrain::makeTriangleMesh(){