Danbias/Code/Game/GameLogic/CollisionManager.cpp

67 lines
2.0 KiB
C++
Raw Normal View History

#include "PhysicsAPI.h"
#include "Object.h"
#include "DynamicObject.h"
#include "Player.h"
#include "Level.h"
#include "AttatchmentMassDriver.h"
using namespace Oyster;
2013-12-19 10:21:03 +01:00
using namespace GameLogic;
2013-12-19 10:21:03 +01:00
void PlayerVBox(Player &player, DynamicObject &box);
void PlayerVObject(Player &player, Object &obj);
Physics::ICustomBody::SubscriptMessage Player::PlayerCollision(const Oyster::Physics::ICustomBody *rigidBodyPlayer, const Oyster::Physics::ICustomBody *obj)
2013-12-19 10:21:03 +01:00
{
Player *player = ((Player*)(rigidBodyPlayer->GetCustomTag()));
Object *realObj = (Object*)obj->GetCustomTag();
switch (realObj->GetType())
{
case OBJECT_H::OBJECT_TYPE_GENERIC:
PlayerVObject(*player,*realObj);
Physics::ICustomBody::SubscriptMessage_none;
break;
case OBJECT_TYPE::OBJECT_TYPE_BOX:
PlayerVBox(*player,(*(DynamicObject*) realObj));
Physics::ICustomBody::SubscriptMessage_none;
break;
case OBJECT_TYPE::OBJECT_TYPE_PLAYER:
Physics::ICustomBody::SubscriptMessage_none;
break;
}
2013-12-19 10:21:03 +01:00
return Physics::ICustomBody::SubscriptMessage_none;
}
2013-12-19 10:21:03 +01:00
void PlayerVBox(Player &player, DynamicObject &box)
{
//use kinetic energyloss of the collision in order too determin how much damage to take
//use as part of the damage algorithm
2013-12-19 10:21:03 +01:00
player.DamageLife(20);
}
void PlayerVObject(Player &player, Object &obj)
{
//Collision between a player and a general static or dynamic object
//use kinetic energyloss of the collision in order too determin how much damage to take
//use as part of the damage algorithm
player.DamageLife(20);
}
2014-01-16 11:40:29 +01:00
Oyster::Physics::ICustomBody::SubscriptMessage Level::LevelCollision(const Oyster::Physics::ICustomBody *rigidBodyLevel, const Oyster::Physics::ICustomBody *obj)
2014-01-16 11:40:29 +01:00
{
return Physics::ICustomBody::SubscriptMessage_ignore_collision_response;
}
void AttatchmentMassDriver::ForcePushAction(Oyster::Physics::ICustomBody *obj)
2014-01-22 14:39:10 +01:00
{
Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (500);
((Object*)obj->GetCustomTag())->ApplyLinearImpulse(pushForce);
}