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Player.cpp
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Player.cpp
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#include <Player.h>
#include <btBulletDynamicsCommon.h>
using std::cout;
//multiplayer stuff
Player::Player(Ogre::SceneManager* smp, Ogre::String inname, Ogre::Vector3 startPos):
l(25),
w(25),
h(50)
// playerState(PlayerState::NoFire),
// weapon(Weapon0)
{
//set scene manager pointer
sceneMgr=smp;
playerLV=btVector3(0,0,0);
//physical constants
l=.5;
w=.6;
h=1.6;
ori=btVector3(startPos.x,startPos.y,startPos.z);
cout << "player start position: "<<startPos.x<<" "<<startPos.y<<" "<<startPos.z<<"\n";
restitution=1.0;//avg of allowable extremes
name=inname;
position = btVector3(ori);
inertia= btVector3(0,0,0);
rotation=btQuaternion(0,0,0,1);
mass=1000.0f;
restitution=1.0;
friction=0;
player_health = 10.0;
//bind player
rootNode=sceneMgr->getRootSceneNode()->createChildSceneNode(name + "Node");
p_entity=sceneMgr->createEntity(inname,"ninja.mesh");
rootNode->attachObject(p_entity);
//purdiness
p_entity->setCastShadows(true);
std::string namest = name;
if(namest.compare("player")==0)
p_entity->setMaterialName("redninja");
else
p_entity->setMaterialName("PlayerWire2");
rootNode->translate(position.getX(),position.getY()-1.2,position.getZ());
rootNode->scale(1.2/100.,1.2/100.,1.2/100.);
//bt values
shape = new btBoxShape(btVector3(w/2.,h/2.,l/2.));
shape->calculateLocalInertia(mass,inertia);
ms = new btDefaultMotionState(btTransform(rotation, position));
btRigidBody::btRigidBodyConstructionInfo bodyCI(mass, ms, shape, inertia);
//add other physics constants
bodyCI.m_restitution=restitution;
bodyCI.m_friction=friction;
bodyCI.m_rollingFriction=0.2;//!!!
body = new btRigidBody(bodyCI);
body->setActivationState(DISABLE_DEACTIVATION);
btTransform btt;
ms->getWorldTransform(btt);
btVector3 org=btt.getOrigin();
}
void Player::setLV(btVector3 lvin){
playerLV=lvin;
}
void Player::updateTransform(){
btTransform tr;
ms->getWorldTransform(tr);
btVector3 origin = tr.getOrigin();
float mod = -2.1;
if(origin.getY()<mod || origin.getY()>mod){
//cout <<(float)((int)(origin.getY()/5.0))*5.0-2.2<<"it aint where it should be\n";
origin.setY(mod);
tr.setOrigin(origin);
ms->setWorldTransform(tr);
}
ms->getWorldTransform(tr);
origin=tr.getOrigin();
cout << origin.getY()<<"\n";
rootNode->setPosition(tr.getOrigin().getX(),
tr.getOrigin().getY(),
tr.getOrigin().getZ());
//rootNode->translate(0,-0.5,0);
Ogre::Quaternion quat = Ogre::Quaternion(rotation.getW(),rotation.getX(),rotation.getY(),rotation.getZ());
rootNode->setOrientation(quat);
position=btVector3(tr.getOrigin().getX(),
tr.getOrigin().getY(),
tr.getOrigin().getZ());
}
void Player::setLV(Ogre::Vector3 lvin){
playerLV=btVector3(lvin.x,lvin.y,lvin.z);
}
void Player::setPos(Ogre::Vector3 pos){
position = btVector3(pos.x,pos.y,pos.z);
}
void Player::setPos(btVector3 pos){
position=pos;
}
btScalar Player::getX(){
return position.getX();
}
btScalar Player::getY(){
return position.getY();
}
btScalar Player::getZ(){
return position.getZ();
}