Humster disappear s

This commit is contained in:
xkamikoo 2021-02-24 01:04:09 +01:00
parent 6a998252e9
commit 4cbbfea666
3 changed files with 28 additions and 51 deletions

View File

@ -2,6 +2,8 @@
void Object::Draw(glm::mat4 perspectiveMatrix, glm::mat4 cameraMatrix)
{
if (!exists) return;
glUseProgram(shaderID);
glm::mat4 transformation = perspectiveMatrix * cameraMatrix * modelM;

View File

@ -19,6 +19,7 @@ class Object
{
public:
void Draw(glm::mat4 perspectiveMatrix, glm::mat4 cameraMatrix);
void ChangePosition(glm::vec3 movement);
void SetPosition(glm::vec3 position);
@ -44,36 +45,20 @@ public:
bool isKinematic() { return kinematic; }
std::shared_ptr<Model> GetParent() { return modelParent; }
Object( std::string name,
std::shared_ptr<Model> modelParent,
GLuint textureID,
GLuint shaderID,
glm::vec3 color,
glm::vec3 position,
glm::vec3 rotation,
glm::vec3 scale,
float angle,
bool dynamic,
bool kinematic);
Object( std::string name, std::shared_ptr<Model> modelParent, GLuint textureID, GLuint shaderID, glm::vec3 color,
glm::vec3 position, glm::vec3 rotation, glm::vec3 scale, float angle, bool dynamic, bool kinematic);
Object(std::string name,
std::shared_ptr<Model> modelParent,
GLuint shaderID,
glm::vec3 color,
glm::vec3 position,
glm::vec3 rotation,
glm::vec3 scale,
float angle,
bool dynamic,
bool kinematic);
Object(std::string name, std::shared_ptr<Model> modelParent, GLuint shaderID, glm::vec3 color, glm::vec3 position,
glm::vec3 rotation, glm::vec3 scale, float angle, bool dynamic, bool kinematic);
bool exists = true;
glm::vec3 getScaleFromMatrix(glm::mat4 modelMatrix);
glm::vec3 getPositionFromMatrix(glm::mat4 modelMatrix);
glm::vec3 findOrbit(float time, glm::vec3 center, glm::vec3 orbit, glm::vec3 radius);
private:
void SetMatrix();
std::shared_ptr<Model> modelParent;
std::string name;

View File

@ -20,6 +20,7 @@
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
physx::PxRigidDynamic* getActor(std::string name);
static PxFilterFlags simulationFilterShader(PxFilterObjectAttributes attributes0,
PxFilterData filterData0, PxFilterObjectAttributes attributes1, PxFilterData filterData1,
PxPairFlags& pairFlags, const void* constantBlock, PxU32 constantBlockSize)
@ -43,30 +44,15 @@ public:
// using pairHeader.actors[0] and pairHeader.actors[1]
auto ac = pairHeader.actors[0];
auto ac2 = pairHeader.actors[1];
/*if (ac->userData == renderables.back() || ac2->userData == renderables.back())
auto actorName1 = ((Object*)ac->userData)->GetName();
auto actorName2 = ((Object*)ac2->userData)->GetName();
if ((actorName1 == "Space Humster" && actorName2 == "Corvette") || (actorName2 == "Space Humster" && actorName1 == "Corvette"))
{
std::cout << "Liczba CP:" << nbPairs << std::endl;
for (PxU32 i = 0; i < nbPairs; i++)
{
const PxContactPair& cp = pairs[i];
// HINT: two get the contact points, use
// PxContactPair::extractContacts
std::vector<PxContactPairPoint> buffer;
for (int i = 0; i < cp.contactCount; i++)
buffer.push_back(PxContactPairPoint());
cp.extractContacts(&buffer[0], sizeof(buffer));
for (int i = 0; i < buffer.size(); i++)
{
auto position = buffer[i].position;
std::cout << position.x << ' ' << position.y << ' ' << position.x << std::endl;
}
}
}*/
cout << "Znalazles chomika! :)" << endl;
auto humster = getActor("Space Humster");
((Object*)humster->userData)->exists = false;
humster->setActorFlag(PxActorFlag::eDISABLE_SIMULATION, true);
}
}
virtual void onConstraintBreak(PxConstraintInfo* constraints, PxU32 count) {}
virtual void onWake(PxActor** actors, PxU32 count) {}
@ -154,7 +140,6 @@ physx::PxShape* sphereShape;
physx::PxMaterial* material;
std::vector<physx::PxRigidDynamic*> dynamicObjects;
std::vector<physx::PxRigidStatic*> staticObjects;
physx::PxRigidDynamic* getActor(std::string name);
Object* findObject(std::string name);
glm::mat4 shipRotationMatrix;
@ -797,12 +782,16 @@ void initPhysics()
{
material = pxScene.physics->createMaterial(0.5, 0.5, 0.5);
rectangleShape = pxScene.physics->createShape(PxBoxGeometry(1, 1, 1), *material);
for (auto &obj : objects)
{
if (obj.isDynamic() == true)
{
if (obj.GetName() == "Space Humster")
rectangleShape = pxScene.physics->createShape(PxBoxGeometry(0.3f, 0.3f, 0.3f), *material);
else if (obj.GetName() == "Corvette")
rectangleShape = pxScene.physics->createShape(PxBoxGeometry(0.5f, 0.5f, 0.5f), *material);
else rectangleShape = pxScene.physics->createShape(PxBoxGeometry(1, 1, 1), *material);
glm::vec3 pos = obj.GetPosition();
glm::vec3 rot = obj.GetRotation();
auto dynamicObj = pxScene.physics->createRigidDynamic(PxTransform(pos.x, pos.y, pos.z));
@ -819,6 +808,7 @@ void initPhysics()
pxScene.scene->addActor(*dynamicObj);
dynamicObjects.push_back(dynamicObj);
rectangleShape->release();
}
else
{
@ -834,7 +824,7 @@ void initPhysics()
mat.setPosition(PxVec3(pos.x, pos.y, pos.z));
mat.rotate(PxVec3(rot.x, rot.y, rot.z));
dynamicObj->setGlobalPose(PxTransform(mat));
dynamicObj->attachShape(*rectangleShape);
dynamicObj->attachShape(*sphereShape);
dynamicObj->userData = &obj;
dynamicObj->setLinearVelocity(physx::PxVec3(0, 0, 0));
dynamicObj->setAngularVelocity(physx::PxVec3(0, 0, 0));
@ -858,7 +848,7 @@ void initPhysics()
sphereShape->release();
}
}
rectangleShape->release();
}
void initAsteroids()