Merge remote-tracking branch 'origin/GamePhysics' into GameLogic
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commit
1db41a863b
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@ -104,10 +104,13 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
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Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/8,1,1,50);
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Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
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Oyster::Collision3D::Cone *hitCone;
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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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//Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,&args,ForcePushAction);
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}
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/********************************************************
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@ -126,7 +129,7 @@ void AttatchmentMassDriver::ForceZip(const WEAPON_FIRE &usage, float dt)
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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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//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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@ -142,19 +145,15 @@ void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
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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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//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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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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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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*/
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Oyster::Collision3D::Sphere *hitSphere = new Oyster::Collision3D::Sphere(pos,20);
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Oyster::Physics::API::Instance().ApplyEffect(hitSphere,this,AttemptPickUp);
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delete hitSphere;
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}
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