Danbias/Code/Game/GameLogic/AttatchmentMassDriver.cpp

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#include "AttatchmentMassDriver.h"
#include "PhysicsAPI.h"
#include "GameLogicStates.h"
using namespace GameLogic;
AttatchmentMassDriver::AttatchmentMassDriver(void)
{
this->owner = 0;
this->heldObject = NULL;
this->hasObject = false;
}
AttatchmentMassDriver::AttatchmentMassDriver(Player &owner)
{
this->owner = &owner;
this->heldObject = NULL;
this->hasObject = false;
}
AttatchmentMassDriver::~AttatchmentMassDriver(void)
{
}
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/********************************************************
* Uses the attatchment and will from here switch case the different WEAPON_FIRE's that are to be used
********************************************************/
void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage, float dt)
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{
//switch case to determin what functionallity to use in the attatchment
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switch (usage)
{
case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS:
ForcePush(usage,dt);
break;
case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS:
ForcePull(usage,dt);
break;
case WEAPON_FIRE::WEAPON_USE_UTILLITY_PRESS:
ForceZip(usage,dt);
break;
}
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}
void AttatchmentMassDriver::Update(float dt)
{
//update position of heldObject if there is an object being held
if(hasObject)
{
Oyster::Physics::ICustomBody::State state;
state = heldObject->GetState();
Oyster::Math::Float3 pos = owner->GetPosition() + owner->GetLookDir().GetNormalized();
state.SetCenterPosition(pos);
heldObject->SetState(state);
}
}
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/********************************************************
* Pushes objects in a cone in front of the weapon when fired
*alternativly it puts a large force on the currently held object
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********************************************************/
void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float dt)
{
//if the weapon has an object then it is only the object that will be shot away
Oyster::Math::Float4 pushForce;
if(hasObject)
{
pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (800 * dt);
Oyster::Physics::ICustomBody::State state = heldObject->GetState();
state.ApplyLinearImpulse((Oyster::Math::Float3)pushForce);
heldObject->SetState(state);
Oyster::Physics::API::Instance().ReleaseFromLimbo(heldObject);
hasObject = false;
heldObject = NULL;
return;
}
pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (500 * 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);
Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
forcePushData args;
args.pushForce = pushForce;
Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,&args,ForcePushAction);
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}
/********************************************************
* Pulls the player in the direction he is looking, used for fast movement(kinda like a jetpack)
********************************************************/
void AttatchmentMassDriver::ForceZip(const WEAPON_FIRE &usage, float dt)
{
Oyster::Physics::Struct::CustomBodyState state = this->owner->GetRigidBody()->GetState();
//do something with state
state.ApplyLinearImpulse(Oyster::Math::Float3(this->owner->GetLookDir()) * (500 * dt));
this->owner->GetRigidBody()->SetState(state);
}
void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
{
if(hasObject) return; //this test checks if the weapon already has something picked up, if so then it cant use this function
PickUpObject(usage,dt); //first test if there is a nearby object to pickup
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
//if no object has been picked up then suck objects towards you
Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (100 * dt);
Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition());
Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20);
Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
forcePushData args;
args.pushForce = -pushForce;
Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,&args,ForcePushAction);
}
void AttatchmentMassDriver::PickUpObject(const WEAPON_FIRE &usage, float dt)
{
Oyster::Math::Float4 pos = owner->GetPosition() + owner->GetLookDir().GetNormalized();
Oyster::Collision3D::Sphere hitSphere = Oyster::Collision3D::Sphere(pos,1);
Oyster::Physics::API::Instance().ApplyEffect(hitSphere,this,AttemptPickUp);
}