Tuning gravity more

This commit is contained in:
austin 2021-07-21 23:06:28 -04:00
parent 0d10747f09
commit bbbeb0f848
7 changed files with 23 additions and 23 deletions

View File

@ -94,9 +94,9 @@
],
"physicsObject" : {
"type" : "CYLINDER",
"dimension1" : 0.2,
"dimension1" : 0.1,
"dimension2" : 0.45,
"dimension3" : 0.2,
"dimension3" : 0.1,
"offsetX" : 0,
"offsetY" : 0.45,
"offsetZ" : 0
@ -212,11 +212,11 @@
],
"physicsObject" : {
"type" : "CYLINDER",
"dimension1" : 0.2,
"dimension2" : 0.2,
"dimension3" : 0.2,
"dimension1" : 0.1,
"dimension2" : 0.1,
"dimension3" : 0.1,
"offsetX" : 0,
"offsetY" : -0.2,
"offsetY" : 0.1,
"offsetZ" : 0
},
"attackMoves" : [

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@ -499,15 +499,15 @@ public class LoadingThread extends Thread {
// EntityUtils.getRotation(building).rotateLocalY((float)(Math.PI));
// ActorUtils.applyBlenderTransformer(building);
// //spawn evil goblin
// Entity goblin = CreatureUtils.spawnBasicCreature("Goblin");
// CreatureUtils.positionCharacter(goblin, new Vector3f(30, 3, 30));
// EntityUtils.getScale(goblin).set(0.005f);
// //give evil goblin sword
// Entity goblinSword = ItemUtils.spawnBasicItem("Katana");
// AttachUtils.attachEntityToEntityAtBone(goblin, goblinSword, "Bone.031");
// //attach ai to evil goblin
// MindlessAttacker.attachToCreature(goblin);
//spawn evil goblin
Entity goblin = CreatureUtils.spawnBasicCreature("Goblin");
CreatureUtils.positionCharacter(goblin, new Vector3f(30, 0, 30));
EntityUtils.getScale(goblin).set(0.005f);
//give evil goblin sword
Entity goblinSword = ItemUtils.spawnBasicItem("Katana");
AttachUtils.attachEntityToEntityAtBone(goblin, goblinSword, "Bone.031");
//attach ai to evil goblin
MindlessAttacker.attachToCreature(goblin);
//
//
// Entity testHomie = CreatureUtils.spawnBasicCreature("Human");

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@ -66,8 +66,8 @@ public class GravityTree {
state = GravityTreeState.NOT_ACTIVE;
}
static final float gravityConstant = 0.3f;
static final float linearDamping = 0.002f;
static final float gravityConstant = 0.2f;
static final float linearDamping = 0.02f;
public void simulate(float deltaTime){
float velocity = CreatureUtils.getVelocity(parent);
@ -108,7 +108,7 @@ public class GravityTree {
if(hadGroundCollision()){
state = GravityTreeState.NOT_ACTIVE;
} else {
float gravityDif = gravityConstant * (float)Math.pow(1.0f - linearDamping,deltaTime);
float gravityDif = gravityConstant * (float)Math.pow(1.0f - linearDamping,deltaTime * 2);
Vector3f newGravityPos = new Vector3f(position.x,position.y - gravityDif,position.z);
float hitFraction = Globals.collisionEngine.sweepTest(body, position, newGravityPos);
if(hitFraction >= 0){

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@ -58,7 +58,7 @@ public class CollisionEngine {
List<CollisionObject> collisionObject = new ArrayList();
List<Collidable> collidableList = new ArrayList();
static final float linearDamping = 0.2f;
static final float linearDamping = 0.02f;
public CollisionEngine(){
broadphase = new DbvtBroadphase();
@ -95,7 +95,7 @@ public class CollisionEngine {
if (contactPoint.getDistance() < 0.0f) {
magnitude = contactPoint.getDistance();
//linear dampen
magnitude = magnitude * (float)Math.pow(1.0f - linearDamping,deltaTime) * deltaTime * 8;
magnitude = magnitude * (float)Math.pow(1.0f - linearDamping,deltaTime * 2) * deltaTime * 8;
hit = true;
normal = new Vector3f(contactPoint.normalWorldOnB.x,contactPoint.normalWorldOnB.y,contactPoint.normalWorldOnB.z);
break;

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@ -71,7 +71,7 @@ public class PhysicsUtils {
for(int y = 0; y < arrayWidth; y++){
vertices[vertexInserterPos] = x;
vertexInserterPos++;
vertices[vertexInserterPos] = heightfield[x][y] - 0.4f;
vertices[vertexInserterPos] = heightfield[x][y];
vertexInserterPos++;
vertices[vertexInserterPos] = y;
vertexInserterPos++;

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@ -94,7 +94,7 @@ public class ServerConnectionHandler implements Runnable {
System.exit(1);
}
//spawn player in world
Entity newPlayerCharacter = CreatureUtils.spawnBasicCreature("Human");
Entity newPlayerCharacter = CreatureUtils.spawnBasicCreature("Goblin");
playerCharacterID = newPlayerCharacter.getId();
CreatureUtils.positionCharacter(newPlayerCharacter, new Vector3f(Globals.spawnPoint.x,3,Globals.spawnPoint.z));
//spawn player sword

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@ -82,7 +82,7 @@ public class RenderingEngine {
static Framebuffer lightDepthBuffer;
public static boolean renderHitboxes = false;
public static boolean renderPhysics = false;
public static boolean renderPhysics = true;
ShaderProgram activeProgram;