Merge branch 'GameLogic' of https://github.com/dean11/Danbias into GameLogic

This commit is contained in:
lindaandersson 2014-02-12 13:13:40 +01:00
commit 25590566d1
3 changed files with 20 additions and 15 deletions

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@ -66,7 +66,7 @@ void AttatchmentMassDriver::Update(float dt)
Oyster::Physics::ICustomBody::State ownerState = owner->GetRigidBody()->GetState(); Oyster::Physics::ICustomBody::State ownerState = owner->GetRigidBody()->GetState();
Oyster::Math::Float3 up = -ownerState.GetOrientation().v[2]; Oyster::Math::Float3 up = -ownerState.GetOrientation().v[2];
up *= -0.3; up *= -0.3;
Oyster::Math::Float3 pos = ownerPos + up + (owner->GetLookDir().GetNormalized()*5); Oyster::Math::Float3 pos = ownerPos + up + (owner->GetLookDir().GetNormalized()*10);
state.centerPos = pos; state.centerPos = pos;
@ -96,14 +96,14 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
return; return;
} }
Oyster::Math::Float radius = 2; Oyster::Math::Float radius = 4;
Oyster::Math::Float3 look = owner->GetLookDir().GetNormalized(); Oyster::Math::Float3 look = owner->GetLookDir().GetNormalized();
Oyster::Math::Float lenght = 5; Oyster::Math::Float lenght = 10;
Oyster::Math::Float3 pos = owner->GetRigidBody()->GetState().centerPos; Oyster::Math::Float3 pos = owner->GetRigidBody()->GetState().centerPos;
pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (200 * dt); pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (100);
Oyster::Collision3D::Cone *hitCone = new Oyster::Collision3D::Cone(look*5,pos,radius); Oyster::Collision3D::Cone *hitCone = new Oyster::Collision3D::Cone(lenght,pos,(Oyster::Math::Float4)owner->GetRigidBody()->GetState().quaternion,radius);
@ -129,7 +129,7 @@ void AttatchmentMassDriver::ForceZip(const WEAPON_FIRE &usage, float dt)
void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt) 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 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 PickUpObject(usage,dt); //first test if there is a nearby object to pickup
@ -137,21 +137,24 @@ void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
//if no object has been picked up then suck objects towards you //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::Float radius = 4;
Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetState().GetOrientation().v[2].xyz, owner->GetPosition()); Oyster::Math::Float3 look = owner->GetLookDir().GetNormalized();
Oyster::Math::Float lenght = 10;
Oyster::Math::Float3 pos = owner->GetRigidBody()->GetState().centerPos;
Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20); Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (100);
Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
Oyster::Collision3D::Cone *hitCone = new Oyster::Collision3D::Cone(lenght,pos,(Oyster::Math::Float4)owner->GetRigidBody()->GetState().quaternion,radius);
forcePushData args; forcePushData args;
args.pushForce = -pushForce; args.pushForce = -pushForce;
//Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,&args,ForcePushAction); Oyster::Physics::API::Instance().ApplyEffect(hitCone,&args,ForcePushAction);
} }
void AttatchmentMassDriver::PickUpObject(const WEAPON_FIRE &usage, float dt) void AttatchmentMassDriver::PickUpObject(const WEAPON_FIRE &usage, float dt)
{ {
Oyster::Math::Float3 pos = owner->GetPosition() + owner->GetLookDir().GetNormalized()*5; Oyster::Math::Float3 pos = owner->GetPosition() + owner->GetLookDir().GetNormalized()*5;
Oyster::Collision3D::Sphere *hitSphere = new Oyster::Collision3D::Sphere(pos,20); Oyster::Collision3D::Sphere *hitSphere = new Oyster::Collision3D::Sphere(pos,10);
Oyster::Physics::API::Instance().ApplyEffect(hitSphere,this,AttemptPickUp); Oyster::Physics::API::Instance().ApplyEffect(hitSphere,this,AttemptPickUp);

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@ -14,10 +14,10 @@ AttatchmentSocket::AttatchmentSocket(void)
AttatchmentSocket::~AttatchmentSocket(void) AttatchmentSocket::~AttatchmentSocket(void)
{ {
if(this->attatchment) //if(this->attatchment)
delete this->attatchment; //delete this->attatchment;
this->attatchment = 0; //this->attatchment = 0;
} }
IAttatchment* AttatchmentSocket::GetAttatchment() IAttatchment* AttatchmentSocket::GetAttatchment()

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@ -102,6 +102,8 @@ void Player::BeginFrame()
moveDirection = forward + back + left + right; moveDirection = forward + back + left + right;
//moveDirection.Normalize(); //moveDirection.Normalize();
rigidBody->SetLinearVelocity( MOVE_FORCE * moveDirection ); rigidBody->SetLinearVelocity( MOVE_FORCE * moveDirection );
weapon->Update(0.01f);
} }
void Player::EndFrame() void Player::EndFrame()