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mirror of https://github.com/rwengine/openrw.git synced 2024-11-25 03:42:48 +01:00

Use MotionState to move projectiles

This commit is contained in:
Daniel Evans 2019-05-13 20:23:10 +01:00
parent 5d6e3598ca
commit a3e924ff3c
9 changed files with 29 additions and 38 deletions

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@ -1,5 +1,7 @@
#include "objects/GameObject.hpp"
#include <data/Clump.hpp>
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtc/matrix_transform.hpp>
@ -40,3 +42,21 @@ glm::mat4 GameObject::getTimeAdjustedTransform(float alpha) const {
t = t * glm::mat4_cast(glm::slerp(_lastRotation, getRotation(), alpha));
return t;
}
void GameObject::updateTransform(const glm::vec3& pos, const glm::quat& rot) {
_lastPosition = position;
_lastRotation = rotation;
position = pos;
rotation = rot;
const auto& clump = getClump();
const auto& atomic = getAtomic();
if (clump) {
clump->getFrame()->setRotation(glm::mat3_cast(rot));
clump->getFrame()->setTranslation(pos);
}
if (atomic) {
atomic->getFrame()->setRotation(glm::mat3_cast(rot));
atomic->getFrame()->setTranslation(pos);
}
}

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@ -270,12 +270,7 @@ public:
}
}
virtual void updateTransform(const glm::vec3& pos, const glm::quat& rot) {
_lastPosition = position;
_lastRotation = rotation;
position = pos;
rotation = rot;
}
void updateTransform(const glm::vec3& pos, const glm::quat& rot);
private:
ObjectLifetime lifetime = GameObject::UnknownLifetime;

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@ -270,11 +270,3 @@ void InstanceObject::setSolid(bool solid) {
}
body->getBulletBody()->setCollisionFlags(flags);
}
void InstanceObject::updateTransform(const glm::vec3& pos,
const glm::quat& rot) {
position = pos;
rotation = rot;
getAtomic()->getFrame()->setRotation(glm::mat3_cast(rot));
getAtomic()->getFrame()->setTranslation(pos);
}

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@ -86,8 +86,6 @@ public:
float getHealth() const {
return health;
}
void updateTransform(const glm::vec3& pos, const glm::quat& rot) override;
};
#endif

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@ -117,8 +117,9 @@ void ProjectileObject::cleanup() {
ProjectileObject::ProjectileObject(GameWorld* world, const glm::vec3& position,
const ProjectileObject::ProjectileInfo& info)
: GameObject(world, position, glm::quat{1.0f,0.0f,0.0f,0.0f}, nullptr)
, _info(info) {
: GameObject(world, position, glm::quat{1.0f, 0.0f, 0.0f, 0.0f}, nullptr)
, _info(info)
, _motionState(this) {
_shape = std::make_unique<btSphereShape>(0.45f);
btVector3 inertia(0.f, 0.f, 0.f);
_shape->calculateLocalInertia(1.f, inertia);
@ -130,6 +131,7 @@ ProjectileObject::ProjectileObject(GameWorld* world, const glm::vec3& position,
ws.setOrigin(btVector3(position.x, position.y, position.z));
riginfo.m_startWorldTransform = ws;
riginfo.m_mass = 1.f;
riginfo.m_motionState = &_motionState;
_body = std::make_unique<btRigidBody>(riginfo);
_body->setUserPointer(this);
@ -173,12 +175,6 @@ ProjectileObject::~ProjectileObject() {
void ProjectileObject::tick(float dt) {
if (_body == nullptr) return;
auto& bttr = _body->getWorldTransform();
position = {bttr.getOrigin().x(), bttr.getOrigin().y(),
bttr.getOrigin().z()};
auto r = bttr.getRotation();
rotation = {r.x(), r.y(), r.z(), r.w()};
_info.time -= dt;
if (_ghostBody) {

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@ -1,13 +1,12 @@
#ifndef _RWENGINE_PROJECTILEOBJECT_HPP_
#define _RWENGINE_PROJECTILEOBJECT_HPP_
#include <dynamics/CollisionInstance.hpp>
#include <objects/GameObject.hpp>
#include "render/VisualFX.hpp"
class GameWorld;
class btPairCachingGhostObject;
class btRigidBody;
class btSphereShape;
struct WeaponData;
@ -51,6 +50,8 @@ private:
/** Used for RPGs and Molotov collision detection */
std::unique_ptr<btPairCachingGhostObject> _ghostBody;
GameObjectMotionState _motionState;
bool _exploded = false;
void checkPhysicsContact();

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@ -309,14 +309,6 @@ void VehicleObject::setRotation(const glm::quat& orientation) {
GameObject::setRotation(orientation);
}
void VehicleObject::updateTransform(const glm::vec3& pos,
const glm::quat& rot) {
position = pos;
rotation = rot;
getClump()->getFrame()->setRotation(glm::mat3_cast(rot));
getClump()->getFrame()->setTranslation(pos);
}
void VehicleObject::setExtraEnabled(size_t extra, bool enabled) {
auto atomic = extras_.at(extra);
if (!atomic) {

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@ -106,8 +106,6 @@ public:
glm::vec3 getCenterOffset() override;
void updateTransform(const glm::vec3& pos, const glm::quat& rot) override;
VehicleModelInfo* getVehicle() const {
return getModelInfo<VehicleModelInfo>();
}

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@ -339,9 +339,8 @@ void ObjectRenderer::renderCutsceneObject(CutsceneObject* cutscene,
void ObjectRenderer::renderProjectile(ProjectileObject* projectile,
RenderList& outList) {
glm::mat4 modelMatrix = projectile->getTimeAdjustedTransform(m_renderAlpha);
const auto& atomic = projectile->getAtomic();
renderAtomic(atomic.get(), modelMatrix, nullptr, outList);
renderAtomic(atomic.get(), glm::mat4(1.0f), nullptr, outList);
}
void ObjectRenderer::buildRenderList(GameObject* object, RenderList& outList) {