Merge branch 'master' of github.com:Faerbit/swp
This commit is contained in:
commit
c01ca1a1f2
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22
level.cc
22
level.cc
@ -57,7 +57,6 @@ void Level::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
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}
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}
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void Level::update(float runTimeSinceLastUpdate, float runTime, glm::vec2 mouseDelta, bool wPressed, bool aPressed, bool sPressed, bool dPressed,bool kPressed, bool lPressed) {
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void Level::update(float runTimeSinceLastUpdate, float runTime, glm::vec2 mouseDelta, bool wPressed, bool aPressed, bool sPressed, bool dPressed,bool kPressed, bool lPressed) {
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physics.takeUpdateStep(runTimeSinceLastUpdate);
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// Ignore first two mouse updates, because they are incorrect
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// Ignore first two mouse updates, because they are incorrect
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// DON'T try to move this functionallity elsewhere
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// DON'T try to move this functionallity elsewhere
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@ -65,25 +64,32 @@ void Level::update(float runTimeSinceLastUpdate, float runTime, glm::vec2 mouseD
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if (i <2) {
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if (i <2) {
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i++;
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i++;
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}
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}
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else {
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int runs = 2;
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for(int j = runs; j > 0; j--)
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{
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physics.takeUpdateStep(runTimeSinceLastUpdate/runs);
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if(i>=2)
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{
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mouseDelta.x = -mouseDelta.x;
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mouseDelta.x = -mouseDelta.x;
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camera.updateRotation(mouseDelta/100.0f);
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camera.updateRotation(mouseDelta/100.0f/(float)runs);
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physics.updateCameraPos(mouseDelta, 50, camera.getDistance());
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physics.updateCameraPos(mouseDelta, 50/runs, camera.getDistance());
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camera.setPosition(physics.getCameraPosition());
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camera.setPosition(physics.getCameraPosition());
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camera.setDirection(physics.getCameraToPlayer());
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camera.setDirection(physics.getCameraToPlayer());
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}
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}
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if(wPressed){
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if(wPressed){
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physics.rollForward(camera.getVector(),strength);
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physics.rollForward(camera.getVector(),strength/runs);
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}
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}
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if(aPressed) {
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if(aPressed) {
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physics.rollLeft(camera.getVector(),strength);
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physics.rollLeft(camera.getVector(),strength/runs);
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}
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}
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if(sPressed) {
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if(sPressed) {
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physics.rollBack(camera.getVector(),strength);
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physics.rollBack(camera.getVector(),strength/runs);
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}
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}
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if(dPressed){
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if(dPressed){
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physics.rollRight(camera.getVector(),strength);
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physics.rollRight(camera.getVector(),strength/runs);
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}
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}
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}
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if(kPressed)
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if(kPressed)
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112
physics.cc
112
physics.cc
@ -44,25 +44,16 @@ void Physics::takeUpdateStep(float timeDiff)
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btVector3 position = cameraBody->getCenterOfMassPosition() - playerBall->getCenterOfMassPosition(); //gets a vector from the player to the camera
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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.normalize();
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position *= cameraDistance;
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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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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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//prevent the camera from being dragged along on the ground
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if (position.getY() < playerBall->getCenterOfMassPosition().getY() + cameraDistance/2)
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position.setY(playerBall->getCenterOfMassPosition().getY() + cameraDistance/2);
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btVector3 dir = cameraBody->getCenterOfMassPosition() - position;
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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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float str = 50 * dir.length() / cameraBody->getInvMass(); //getInvMass() returns the inverted mass
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/*if(dir.length() > -0.1f && dir.length() < 0.1f)
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{
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cameraBody->setLinearVelocity(btVector3(0,0,0));
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world->stepSimulation(timeDiff);
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return;
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}*/
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cameraBody->setLinearVelocity(btVector3(0,0,0));
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cameraBody->setLinearVelocity(btVector3(0,0,0));
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cameraBody->applyCentralForce(-dir*str*10) ; //scale the force by camera mass
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cameraBody->applyCentralForce(-dir*str*10) ; //scale the force by camera mass
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counter=0;
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counter=0;
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@ -117,7 +108,7 @@ void Physics::addPlayer(float friction, float rad, Entity entity, float mass, fl
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btRigidBody::btRigidBodyConstructionInfo info(mass,motion,sphere,inertia); //next we process all data for the rigid body into info
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btRigidBody::btRigidBodyConstructionInfo info(mass,motion,sphere,inertia); //next we process all data for the rigid body into info
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info.m_friction = friction*2; //here we modify the friction and restitution (bounciness) of the object
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info.m_friction = friction*2; //here we modify the friction and restitution (bounciness) of the object
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info.m_restitution = 0.1f;
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info.m_restitution = 0.0f;
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playerBall = new btRigidBody(info); //finally we create the rigid body using the info
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playerBall = new btRigidBody(info); //finally we create the rigid body using the info
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@ -166,6 +157,80 @@ void Physics::addTerrain(int width, int length, float** heightData) //The terrai
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world->addRigidBody(terrainBody, COL_TERRAIN, COL_TERRAIN | COL_OBJECTS); //COL_XXXX are collision masks, allowing us to ignore collisions between certain object groups (required for buttons)
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world->addRigidBody(terrainBody, COL_TERRAIN, COL_TERRAIN | COL_OBJECTS); //COL_XXXX are collision masks, allowing us to ignore collisions between certain object groups (required for buttons)
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}
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}
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void Physics::addConvexBody(Entity entity, std::string path, float mass, float dampningL, float dampningA, unsigned indice, float scaling, 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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std::vector< unsigned int > vertexIndices; //temp lists for data sets
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std::vector< btVector3 > temp_vertices;
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path = "../" + geometryPath + path;
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FILE * file = fopen(path.c_str(), "r");
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if( file == NULL ){
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throw std::invalid_argument( "Impossible to open the file" ); //create correct filepath and report error if cannot open
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}
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while( 1 ){
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char lineHeader[128];
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//read the first word of the line
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int res = fscanf(file, "%s", lineHeader);
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if (res == EOF)
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break; //while not at end do loop
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if ( strcmp( lineHeader, "v" ) == 0 ){ //if a vertex
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glm::vec3 vertex;
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fscanf(file, "%f %f %f\n", &vertex.x, &vertex.y, &vertex.z );
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temp_vertices.push_back(btVector3(vertex.x,vertex.y,vertex.z)); //save vertex in array
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}
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else if ( strcmp( lineHeader, "f" ) == 0 ){ //if face (index for 3 vertexes for a triangle)
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std::string vertex1, vertex2, vertex3;
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unsigned int vertexIndex[3], uvIndex[3], normalIndex[3];
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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]);
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vertexIndices.push_back(vertexIndex[0]);
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vertexIndices.push_back(vertexIndex[1]);
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vertexIndices.push_back(vertexIndex[2]); //save 3 indexes in array
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}
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}
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//finally start making body
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btTriangleMesh* triMesh = new btTriangleMesh();
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for(unsigned i = 2; i < vertexIndices.size();i+=3)
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{
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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
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}
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btConvexTriangleMeshShape* shape = new btConvexTriangleMeshShape(triMesh,true);
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shape->setLocalScaling(btVector3(scaling,scaling,scaling)); //we need to add a scaling here because the objects seem to have diffrent sizes when loaded (no clue why, see composition.xml for exact scaling factors)
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glm::quat glmQuat = glm::quat_cast(entity.getRotation());
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btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(glmQuat.x,glmQuat.y,glmQuat.z,glmQuat.w),btVector3(entity.getPosition().x,entity.getPosition().y,entity.getPosition().z)));
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btVector3 inertia(0,0,0);
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if(mass != 0.0)
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{
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shape->calculateLocalInertia((btScalar)mass,inertia);
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}
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btRigidBody::btRigidBodyConstructionInfo info(mass,motion,shape,inertia);
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btRigidBody* body = new btRigidBody(info);
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body->setDamping(dampningL,dampningA);
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bodies.push_back(body);
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world->addRigidBody(body,COL_OBJECTS, objectsPhysicsCollision);
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if(!rotate)//rotate lets certain objects get inertia (0,0,0) (not rotateable)
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{
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body->setAngularFactor(btVector3(0,0,0));
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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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}
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void Physics::addTriangleMeshBody(Entity entity, std::string path, float mass, float dampningL, float dampningA,unsigned indice,float scaling, bool rotate)
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void Physics::addTriangleMeshBody(Entity entity, std::string path, float mass, float dampningL, float dampningA,unsigned indice,float scaling, bool rotate)
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{
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{
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@ -415,15 +480,24 @@ void Physics::updateCameraPos(glm::vec2 mouseMovement, float strength, float dis
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{
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{
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this->cameraDistance = distance;
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this->cameraDistance = distance;
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//note: in mouseMovement x and y are flipped in contrast to bullet
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//note: in mouseMovement x and y are flipped in contrast to bullet
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btVector3 change = playerBall->getCenterOfMassPosition()-cameraBody->getCenterOfMassPosition();
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btVector3 dodo = btVector3(0,1,0).cross(btVector3(currentDirection.x(),0,currentDirection.z()));
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change.setY(0);
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currentDirection = currentDirection.rotate(dodo,-mouseMovement.x / 100);//mathhelper 3.14159265359
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change.normalize(); //normalize so that the distance between camera and body does not matter
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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
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change = btCross(btVector3(0,1,0),change);
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change.setY(mouseMovement.x); //scaleing because otherwise oup/down much stronger then left right
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change *= strength / cameraBody->getInvMass();
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cameraBody->applyCentralForce(change);
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btVector3 compare = currentDirection;
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compare.setY(0);
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compare.normalize();
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if(currentDirection.angle(compare)>= 3.14159265359/4)
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{
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dodo = btVector3(0,1,0).cross(btVector3(currentDirection.x(),0,currentDirection.z()));
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compare = compare.rotate(-dodo, 3.14159265359/4);
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if(currentDirection.y()<0)
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compare.setY(-compare.y());
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currentDirection = compare;
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}
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currentDirection = currentDirection.rotate(btVector3(0,1,0),mouseMovement.y/100);
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currentDirection.normalize();
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}
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}
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//use the crossproduct to correctly apply a torque to the palyer if function called
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//use the crossproduct to correctly apply a torque to the palyer if function called
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@ -22,6 +22,9 @@
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#include "extern/bullet/src/BulletCollision/CollisionShapes/btCollisionShape.h"
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#include "extern/bullet/src/BulletCollision/CollisionShapes/btCollisionShape.h"
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#include "extern/bullet/src/BulletCollision/CollisionShapes/btConvexTriangleMeshShape.h"
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#include "extern/bullet/src/BulletCollision/CollisionShapes/btConvexTriangleMeshShape.h"
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#include "extern/bullet/src/BulletCollision/CollisionShapes/btCylinderShape.h"
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#include "extern/bullet/src/BulletCollision/CollisionShapes/btCylinderShape.h"
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#include "extern/bullet/src/BulletCollision/CollisionShapes/btConvexHullShape.h"
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#include "extern/bullet/src/BulletCollision/CollisionShapes/btConvexTriangleMeshShape.h"
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#include "extern/bullet/src/BulletDynamics/ConstraintSolver/btConstraintSolver.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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#include "extern/bullet/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"//YAY!
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@ -70,10 +73,12 @@ class Physics {
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void addButtonFrame(Entity entity);
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void addButtonFrame(Entity entity);
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void forceMove(glm::vec3 newPosition, unsigned indice);
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void forceMove(glm::vec3 newPosition, unsigned indice);
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void forceMoveCamera(glm::vec3 newPosition);
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void forceMoveCamera(glm::vec3 newPosition);
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void addConvexBody(Entity entity, std::string path, float mass, float dampningL, float dampningA, unsigned indice, float scaling, bool rotate);
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struct positionConstraint{btRigidBody* body; float strength; btVector3 position;};
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struct positionConstraint{btRigidBody* body; float strength; btVector3 position;};
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private:
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private:
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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* playerBall; //allows for easier access to the ball
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btRigidBody* terrainBody; //duh
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btRigidBody* terrainBody; //duh
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btRigidBody* cameraBody;
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btRigidBody* cameraBody;
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