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Physics not moving along with car mesh
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Otolone Offline
Member

Post: #1
Physics not moving along with car mesh
Hi there!
I followed Scarlet thread's tutorial on Game Object basics.
But I realized that my Car object's physics is stationary when I move the car.
Which implies that my car moves through walls.How do I update the physics so that it moves simultaneously with the car mesh? Thanks in advance.Here is the code.

Code:
class Car : public Game::Obj
{
  
public:
   Vec dir;
   Car ::Car();
   Car::~Car();
  
   //draw
    UInt drawPrepare();    
    void drawShadow();
  
   void create(Object &obj);
  
   virtual Vec    pos         (                ){return _matrix.pos;} // get position
   virtual void   pos         (C Vec    &pos   ){_matrix.pos = pos; _scaled_matrix.pos=pos;}// set position
   virtual Matrix matrix      (                ){return _matrix;} // get matrix
   virtual Matrix matrixScaled(          ){return _scaled_matrix;} // get the scale matrix.Not found in Game::Obj
   virtual void   matrix(C Matrix &matrix){_matrix = matrix; _scaled_matrix = matrix; _scaled_matrix.scaleOrnL(scale);} // set matrix

  
  
   // get
   bool InSpawnRange(Player&chr)
   {
      return Dist(pos(), chr.pos()) <= 15;
      
   }
  
  
   // move
   void move()
   {
      // code to move car
    
   }

   // update
    Bool  update(); // update, return false when object wants to be deleted, and true if wants to exist

   //
  
  
private:
Matrix _matrix, _scaled_matrix;

Vec scale;
MeshPtr mesh;
MaterialPtr material;
PhysBodyPtr phys;
Actor  actor;
PathObstacle obst;

Controller ctr;
  
float    range;
float    damage;
float    fuel;



}

Car ::Car() : range(7.0f), damage(10.0f), fuel(100.0f){};

Car ::~Car()
{
  
}
void Car::create(Object &obj)
{

scale      = obj.scale3();
mesh       = obj.mesh();

phys        = obj.phys();
_matrix     = obj.matrixFinal().normalize();  
_scaled_matrix = _matrix;

  _scaled_matrix.scaleOrnL(scale);
  
  dir = matrix().orn().z;
  
  if(phys)
{
   actor.create(*phys, 1, scale, true).matrix(_matrix).collision(true);
   actor.obj(this);
   actor.group(AG_DEFAULT);
   ctr.create(Capsule(0.5, 0.4, pos()));
  
}
  
}

Bool Car::update()
{
    
  
   move();
   ctr.update(pos(), false, false);
  
   return true;
}

uint Car::drawPrepare()
{
   if(mesh && Frustum(mesh->ext, _scaled_matrix))
   {
    
    mesh->draw(_scaled_matrix);
      
   }
   uint modes = scale.length();
   return modes;
}


void  Car::drawShadow()
{
   if(mesh && Frustum(mesh->ext, _scaled_matrix))
   {
    
    mesh->draw(_scaled_matrix);
      
   }
}

Please how do improve the code?
Below is a screenshot of the situation.


Attached File(s) Image(s)
   
(This post was last modified: 01-31-2019 02:57 AM by Otolone.)
01-31-2019 02:53 AM
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