Merge branch 'master' of github.com:Faerbit/swp
This commit is contained in:
commit
62ba9d69e0
@ -230,6 +230,9 @@
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<ignoreHeightmap>true</ignoreHeightmap>
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<object>
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<modelPath>SimpleWall.obj</modelPath>
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<xRot>0.0</xRot>
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<yRot>0.0</yRot>
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<zRot>0.0</zRot>
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<xOffset>0.0</xOffset>
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<yOffset>40.0</yOffset>
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<zOffset>0.0</zOffset>
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@ -244,11 +247,14 @@
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<ignoreHeightmap>false</ignoreHeightmap>
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<object>
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<modelPath>block.obj</modelPath>
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<xOffset>0.0</xOffset>
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<yOffset>5.0</yOffset>
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<xOffset>0.0</xOffset>
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<yOffset>20.0</yOffset>
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<zOffset>0.0</zOffset>
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<xRot>0.0</xRot>
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<yRot>0.0</yRot>
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<zRot>0.0</zRot>
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<scale>1.5</scale>
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<mass>1.0</mass>
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<mass>2.0</mass>
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</object>
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</composition>
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@ -8,7 +8,7 @@
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<yOffset>0.0</yOffset>
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<zPos>-220.500000</zPos>
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<idGreen>2</idGreen>
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<idBlue>221</idBlue>
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<idBlue>224</idBlue>
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<typeID>20</typeID>
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<trigger>
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<name>-</name>
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@ -37,7 +37,7 @@
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<yOffset>0.0</yOffset>
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<zPos>-220.500000</zPos>
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<idGreen>2</idGreen>
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<idBlue>220</idBlue>
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<idBlue>223</idBlue>
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<typeID>80</typeID>
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<trigger>
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<name>-</name>
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@ -56,6 +56,100 @@
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</trigger>
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</composition>
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<composition>
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<scale>1.0</scale>
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<xRot>0.0</xRot>
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<yRot>0.0</yRot>
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<zRot>0.0</zRot>
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<manualPos>false</manualPos>
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<xPos>200.500000</xPos>
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<yOffset>0.0</yOffset>
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<zPos>-222.500000</zPos>
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<idGreen>2</idGreen>
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<idBlue>222</idBlue>
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<typeID>200</typeID>
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<trigger>
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<name>-</name>
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<xPosition>0</xPosition>
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<yPosition>0</yPosition>
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<zPosition>0</zPosition>
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<targetIdGreen>-</targetIdGreen>
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<targetIdBlue>-</targetIdBlue>
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<distance>1.0</distance>
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<isBiggerThan>false</isBiggerThan>
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<objectNum>0</objectNum>
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<luaScript>-</luaScript>
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<toChangeIdGreen>0</toChangeIdGreen>
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<toChangeIdBlue>0</toChangeIdBlue>
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<toChangeObjNum>0</toChangeObjNum>
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</trigger>
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<positionConstraint>
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<objectNum>0</objectNum>
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<xPosition>200.5</xPosition>
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<yPosition>30.0</yPosition>
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<zPosition>-222.5</zPosition>
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<strength>20</strength>
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</positionConstraint>
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</composition>
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<composition>
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<scale>1.0</scale>
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<xRot>0.0</xRot>
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<yRot>0.0</yRot>
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<zRot>0.0</zRot>
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<manualPos>false</manualPos>
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<xPos>198.500000</xPos>
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<yOffset>0.0</yOffset>
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<zPos>-213.500000</zPos>
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<idGreen>2</idGreen>
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<idBlue>221</idBlue>
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<typeID>200</typeID>
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<trigger>
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<name>-</name>
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<xPosition>0</xPosition>
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<yPosition>0</yPosition>
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<zPosition>0</zPosition>
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<targetIdGreen>-</targetIdGreen>
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<targetIdBlue>-</targetIdBlue>
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<distance>1.0</distance>
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<isBiggerThan>false</isBiggerThan>
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<objectNum>0</objectNum>
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<luaScript>-</luaScript>
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<toChangeIdGreen>0</toChangeIdGreen>
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<toChangeIdBlue>0</toChangeIdBlue>
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<toChangeObjNum>0</toChangeObjNum>
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</trigger>
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</composition>
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<composition>
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<scale>1.0</scale>
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<xRot>0.0</xRot>
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<yRot>0.0</yRot>
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<zRot>0.0</zRot>
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<manualPos>false</manualPos>
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<xPos>191.500000</xPos>
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<yOffset>0.0</yOffset>
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<zPos>-213.500000</zPos>
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<idGreen>2</idGreen>
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<idBlue>220</idBlue>
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<typeID>200</typeID>
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<trigger>
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<name>-</name>
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<xPosition>0</xPosition>
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<yPosition>0</yPosition>
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<zPosition>0</zPosition>
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<targetIdGreen>-</targetIdGreen>
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<targetIdBlue>-</targetIdBlue>
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<distance>1.0</distance>
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<isBiggerThan>false</isBiggerThan>
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<objectNum>0</objectNum>
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<luaScript>-</luaScript>
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<toChangeIdGreen>0</toChangeIdGreen>
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<toChangeIdBlue>0</toChangeIdBlue>
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<toChangeObjNum>0</toChangeObjNum>
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</trigger>
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</composition>
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<composition>
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<scale>1.0</scale>
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<xRot>0.0</xRot>
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7
level.cc
7
level.cc
@ -248,6 +248,7 @@ void Level::load() {
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float mass;
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errorCheck(xmlObject->FirstChildElement("mass")->QueryFloatText(&mass));
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float dampningL, dampningA;
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bool rotate = true;
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errorCheck(objectData->FirstChildElement("dampningL")->QueryFloatText(&dampningL));
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errorCheck(objectData->FirstChildElement("dampningA")->QueryFloatText(&dampningA));
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if (physicType.compare("Player") == 0){
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@ -259,15 +260,15 @@ void Level::load() {
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errorCheck(objectData->FirstChildElement("width")->QueryFloatText(&width));
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errorCheck(objectData->FirstChildElement("height")->QueryFloatText(&height));
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errorCheck(objectData->FirstChildElement("length")->QueryFloatText(&length));
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this->physics.addBox(width, height, length, *object, mass, dampningL, dampningA, physicObjects.size());
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this->physics.addBox(width, height, length, *object, mass, dampningL, dampningA, physicObjects.size(), rotate);
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}else if (physicType.compare("Button") == 0){
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float width, height, length;
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errorCheck(objectData->FirstChildElement("width")->QueryFloatText(&width));
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errorCheck(objectData->FirstChildElement("height")->QueryFloatText(&height));
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errorCheck(objectData->FirstChildElement("length")->QueryFloatText(&length));
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this->physics.addButton(width, height, length, *object, mass, dampningL, dampningA, physicObjects.size());
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this->physics.addButton(width, height, length, *object, mass, dampningL, dampningA, physicObjects.size(), rotate);
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}else if (physicType.compare("TriangleMesh") == 0){
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this->physics.addTriangleMeshBody(*object, modelPath, mass, dampningL, dampningA, physicObjects.size());
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this->physics.addTriangleMeshBody(*object, modelPath, mass, dampningL, dampningA, physicObjects.size(), rotate);
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} else{
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printf("XMLError: Not a valid physicType.\n");
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exit(-1);
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10
physics.cc
10
physics.cc
@ -25,7 +25,7 @@ void Physics::takeUpdateStep(float timeDiff)
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{
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if(allPositionConstraints[i].position != allPositionConstraints[i].body->getCenterOfMassPosition())
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{
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btVector3 dir = allPositionConstraints[i].body->getCenterOfMassPosition() - allPositionConstraints[i].position;
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btVector3 dir = allPositionConstraints[i].position - allPositionConstraints[i].body->getCenterOfMassPosition();
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allPositionConstraints[i].body->applyCentralForce(dir*allPositionConstraints[i].strength);
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}
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}
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@ -176,7 +176,7 @@ void Physics::addPlayer(float friction, float rad, Entity entity, float mass, fl
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addCamera();
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}
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void Physics::addTriangleMeshBody(Entity entity, std::string path, float mass, float dampningL, float dampningA,unsigned indice)
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void Physics::addTriangleMeshBody(Entity entity, std::string path, float mass, float dampningL, float dampningA,unsigned indice,bool rotate)
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{//TODO look at convexHullShapes
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if(bodies.size() == indice)
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@ -247,7 +247,7 @@ void Physics::addTriangleMeshBody(Entity entity, std::string path, float mass, f
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throw std::invalid_argument( "Bodies out of Sync" );
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}
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void Physics::addButton(float width, float height, float length, Entity entity, float mass, float dampningL, float dampningA, unsigned indice)
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void Physics::addButton(float width, float height, float length, Entity entity, float mass, float dampningL, float dampningA, unsigned indice,bool rotate)
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{
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if(bodies.size() == indice)
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@ -277,7 +277,7 @@ void Physics::addButton(float width, float height, float length, Entity entity,
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throw std::invalid_argument( "Bodies out of Sync" );
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}
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void Physics::addBox(float width, float height, float length, Entity entity, float mass, float dampningL, float dampningA, unsigned indice)
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void Physics::addBox(float width, float height, float length, Entity entity, float mass, float dampningL, float dampningA, unsigned indice,bool rotate)
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{
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if(bodies.size() == indice)
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@ -307,7 +307,7 @@ void Physics::addBox(float width, float height, float length, Entity entity, flo
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throw std::invalid_argument( "Bodies out of Sync" );
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}
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void Physics::addSphere(float rad, Entity entity, float mass, float dampningL, float dampningA, unsigned indice)
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void Physics::addSphere(float rad, Entity entity, float mass, float dampningL, float dampningA, unsigned indice,bool rotate)
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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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@ -58,15 +58,15 @@ class Physics {
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void updateCameraPos(glm::vec2 mouseMovement, float strength);
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glm::vec3 getCameraPosition();
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void addRigidBodyFromFile(Entity entity, float mass, float dampningL, float dampningA, std::string modelLocation, unsigned indice);
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void addTriangleMeshBody(Entity entity, std::string path, float mass, float dampningL, float dampningA, unsigned indice);
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void addTriangleMeshBody(Entity entity, std::string path, float mass, float dampningL, float dampningA, unsigned indice,bool rotate);
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void addTerrain(int width, int length, float** heightData);
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void addTerrainTriangles(int width, int length, float** heightData); //add the terrain as a trimesh instead of a heightmap
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void addPlayer(float friction, float rad, Entity entity, float mass, float dampningL, float dampningA, unsigned indice); //use these AFTER physicObjects.push_back(object)! if mass == 0 then the object is unmoveable
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void addSphere(float rad, Entity entity, float mass, float dampningL, float dampningA, unsigned indice); //The Indice should be set to physicObjects.size()
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void addBox(float width, float height, float length, Entity entity, float mass, float dampningL, float dampningA, unsigned indice); //this is used to ensuer that the system is synchronized
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void addSphere(float rad, Entity entity, float mass, float dampningL, float dampningA, unsigned indice,bool rotate); //The Indice should be set to physicObjects.size()
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void addBox(float width, float height, float length, Entity entity, float mass, float dampningL, float dampningA, unsigned indice,bool rotate); //this is used to ensuer that the system is synchronized
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void addPositionConstraint(int bodyIndice, float strength, glm::vec3 position);
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void removePositionConstraint(int bodyIndice);
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void addButton(float width, float height, float length, Entity entity, float mass, float dampningL, float dampningA, unsigned indice);
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void addButton(float width, float height, float length, Entity entity, float mass, float dampningL, float dampningA, unsigned indice,bool rotate);
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glm::vec3 getCameraToPlayer();
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struct positionConstraint{btRigidBody* body; float strength; btVector3 position;};
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