2013-12-10 09:57:05 +01:00
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#include "AttatchmentMassDriver.h"
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2013-12-12 12:16:13 +01:00
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#include "PhysicsAPI.h"
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2014-01-31 14:05:52 +01:00
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#include "GameLogicStates.h"
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2013-12-10 09:57:05 +01:00
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using namespace GameLogic;
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AttatchmentMassDriver::AttatchmentMassDriver(void)
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{
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2013-12-12 12:16:13 +01:00
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this->owner = 0;
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2014-02-03 15:32:46 +01:00
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this->heldObject = NULL;
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this->hasObject = false;
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2013-12-12 12:16:13 +01:00
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}
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AttatchmentMassDriver::AttatchmentMassDriver(Player &owner)
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{
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2014-01-21 15:46:54 +01:00
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2013-12-12 12:16:13 +01:00
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this->owner = &owner;
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2014-02-03 15:32:46 +01:00
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this->heldObject = NULL;
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this->hasObject = false;
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2013-12-10 09:57:05 +01:00
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}
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AttatchmentMassDriver::~AttatchmentMassDriver(void)
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{
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2014-01-21 15:46:54 +01:00
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2013-12-10 09:57:05 +01:00
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}
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2013-12-10 11:17:25 +01:00
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/********************************************************
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* Uses the attatchment and will from here switch case the different WEAPON_FIRE's that are to be used
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********************************************************/
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2014-01-21 15:46:54 +01:00
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void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage, float dt)
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2013-12-10 11:17:25 +01:00
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{
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2013-12-12 12:16:13 +01:00
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//switch case to determin what functionallity to use in the attatchment
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2014-01-16 11:17:19 +01:00
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switch (usage)
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2013-12-12 12:16:13 +01:00
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{
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case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS:
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2014-01-21 15:46:54 +01:00
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ForcePush(usage,dt);
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2013-12-12 12:16:13 +01:00
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break;
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case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS:
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2014-02-03 16:19:24 +01:00
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if(hasObject)
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{
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2014-02-05 11:46:04 +01:00
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//ForcePush(usage,dt);//WARNING THIS IS A CRAP TEST TO MAKE SURE YOU CAN SHOOT BOXES
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2014-02-03 16:19:24 +01:00
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break;
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}
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2014-01-21 15:46:54 +01:00
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ForcePull(usage,dt);
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2013-12-12 12:16:13 +01:00
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break;
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2014-02-03 15:32:46 +01:00
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case WEAPON_FIRE::WEAPON_USE_UTILLITY_PRESS:
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ForceZip(usage,dt);
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break;
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2013-12-12 12:16:13 +01:00
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}
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2014-01-22 14:26:45 +01:00
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2013-12-10 11:17:25 +01:00
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}
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2013-12-10 09:57:05 +01:00
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2014-02-03 15:32:46 +01:00
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void AttatchmentMassDriver::Update(float dt)
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{
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//update position of heldObject if there is an object being held
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if(hasObject)
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{
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Oyster::Physics::ICustomBody::State state;
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state = heldObject->GetState();
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2014-02-03 16:19:24 +01:00
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Oyster::Math::Float3 ownerPos = owner->GetPosition();
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ownerPos.y += 2;
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Oyster::Math::Float3 pos = ownerPos + owner->GetLookDir().GetNormalized()*2;
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2014-02-03 15:32:46 +01:00
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state.SetCenterPosition(pos);
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heldObject->SetState(state);
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}
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}
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2013-12-10 11:17:25 +01:00
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/********************************************************
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2013-12-12 12:21:19 +01:00
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* Pushes objects in a cone in front of the weapon when fired
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2014-02-03 15:32:46 +01:00
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*alternativly it puts a large force on the currently held object
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2013-12-10 11:17:25 +01:00
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********************************************************/
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2014-01-21 15:46:54 +01:00
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void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float dt)
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2013-12-10 09:57:05 +01:00
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{
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2014-02-03 15:32:46 +01:00
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//if the weapon has an object then it is only the object that will be shot away
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Oyster::Math::Float4 pushForce;
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if(hasObject)
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{
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2014-02-03 16:19:24 +01:00
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Oyster::Physics::API::Instance().ReleaseFromLimbo(heldObject);
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pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (2000);
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Oyster::Physics::ICustomBody::State state = heldObject->GetState();
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state.ApplyLinearImpulse((Oyster::Math::Float3)pushForce);
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heldObject->SetState(state);
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2014-02-03 16:19:24 +01:00
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2014-02-03 15:32:46 +01:00
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hasObject = false;
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heldObject = NULL;
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return;
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}
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2014-02-04 13:58:37 +01:00
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Oyster::Math::Float3 up = owner->GetOrientation().v[1];
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Oyster::Math::Float3 look = owner->GetLookDir();
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Oyster::Math::Float3 pos = owner->GetPosition();
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2014-02-03 15:32:46 +01:00
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2014-02-04 13:58:37 +01:00
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pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (50000 * dt);
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Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(look, up, pos);
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2014-01-31 16:42:25 +01:00
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2014-02-04 13:58:37 +01:00
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Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/8,1,1,5);
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2014-01-22 13:02:13 +01:00
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Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
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2014-01-31 14:05:52 +01:00
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forcePushData args;
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args.pushForce = pushForce;
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2013-12-12 12:16:13 +01:00
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2014-01-31 14:05:52 +01:00
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Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,&args,ForcePushAction);
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2014-01-22 13:02:13 +01:00
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}
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2013-12-12 12:21:19 +01:00
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/********************************************************
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* Pulls the player in the direction he is looking, used for fast movement(kinda like a jetpack)
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********************************************************/
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2014-02-03 15:32:46 +01:00
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void AttatchmentMassDriver::ForceZip(const WEAPON_FIRE &usage, float dt)
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2013-12-12 12:16:13 +01:00
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{
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2014-01-21 15:46:54 +01:00
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Oyster::Physics::Struct::CustomBodyState state = this->owner->GetRigidBody()->GetState();
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//do something with state
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2014-01-28 15:44:32 +01:00
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state.ApplyLinearImpulse(Oyster::Math::Float3(this->owner->GetLookDir()) * (500 * dt));
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2014-01-21 15:46:54 +01:00
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this->owner->GetRigidBody()->SetState(state);
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2013-12-10 09:57:05 +01:00
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}
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2014-02-03 15:32:46 +01:00
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void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
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{
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if(hasObject) return; //this test checks if the weapon already has something picked up, if so then it cant use this function
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PickUpObject(usage,dt); //first test if there is a nearby object to pickup
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if(hasObject) return; //this test checks if the weapon has now picked up an object, if so then it shall not apply a force to suck in objects
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//if no object has been picked up then suck objects towards you
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Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (100 * dt);
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Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition());
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Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20);
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Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
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forcePushData args;
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args.pushForce = -pushForce;
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Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,&args,ForcePushAction);
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}
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void AttatchmentMassDriver::PickUpObject(const WEAPON_FIRE &usage, float dt)
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{
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2014-02-04 13:58:37 +01:00
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Oyster::Math::Float3 pos = owner->GetPosition() + owner->GetLookDir().GetNormalized()*5;
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Oyster::Collision3D::Sphere hitSphere = Oyster::Collision3D::Sphere(pos,20);
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/*Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition());
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2014-02-03 16:19:24 +01:00
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Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20);
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Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
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2014-02-04 13:58:37 +01:00
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*/
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2014-02-03 16:19:24 +01:00
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2014-02-03 15:32:46 +01:00
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2014-02-04 13:58:37 +01:00
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Oyster::Physics::API::Instance().ApplyEffect(hitSphere,this,AttemptPickUp);
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2014-02-03 15:32:46 +01:00
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}
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