Merge branch 'GameLogic' of https://github.com/dean11/Danbias into GameServer
This commit is contained in:
commit
47b9b69e7f
|
@ -40,7 +40,8 @@ namespace GameLogic
|
|||
Oyster::Math::Float3 GetScale() override;
|
||||
Oyster::Math::Float4x4 GetOrientation() override;
|
||||
int GetID() const override;
|
||||
void Rotate(const Oyster::Math3D::Float3 lookDir, const Oyster::Math3D::Float3 right) override;
|
||||
void Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right) override;
|
||||
void TurnLeft(Oyster::Math3D::Float deltaLeftRadians ) override;
|
||||
ObjectSpecialType GetObjectType() const override;
|
||||
|
||||
|
||||
|
|
|
@ -85,7 +85,12 @@ namespace GameLogic
|
|||
* @param x: The relative x axis
|
||||
* @param y: The relative y axis
|
||||
**/
|
||||
virtual void Rotate(const Oyster::Math3D::Float3 lookDir, const Oyster::Math3D::Float3 right) = 0;
|
||||
virtual void Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right) = 0;
|
||||
|
||||
/** Relative rotation around given axis
|
||||
* @param leftRadians: The relative amount of radians to turn
|
||||
**/
|
||||
virtual void TurnLeft(Oyster::Math3D::Float deltaLeftRadians ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* Uses the chosen players weapon based on input
|
||||
|
|
|
@ -85,7 +85,11 @@ ObjectSpecialType Game::PlayerData::GetObjectType() const
|
|||
{
|
||||
return this->player->GetObjectType();
|
||||
}
|
||||
void Game::PlayerData::Rotate(const Oyster::Math3D::Float3 lookDir, const Oyster::Math3D::Float3 right)
|
||||
void Game::PlayerData::Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right)
|
||||
{
|
||||
this->player->Rotate(lookDir, right);
|
||||
}
|
||||
void Game::PlayerData::TurnLeft(Oyster::Math3D::Float deltaLeftRadians )
|
||||
{
|
||||
this->player->TurnLeft(deltaLeftRadians);
|
||||
}
|
|
@ -219,7 +219,7 @@ void Player::Respawn(Oyster::Math::Float3 spawnPoint)
|
|||
this->rigidBody->SetPosition(spawnPoint);
|
||||
}
|
||||
|
||||
void Player::Rotate(const Oyster::Math3D::Float3 lookDir, const Oyster::Math3D::Float3 right)
|
||||
void Player::Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right)
|
||||
{
|
||||
// this is the camera right vector
|
||||
this->lookDir = lookDir;
|
||||
|
@ -227,6 +227,11 @@ void Player::Rotate(const Oyster::Math3D::Float3 lookDir, const Oyster::Math3D::
|
|||
//Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1];
|
||||
//this->rigidBody->SetUpAndRight(up, right);
|
||||
}
|
||||
void Player::TurnLeft(Oyster::Math3D::Float deltaRadians)
|
||||
{
|
||||
//TODO: Conver delta radians to something that phyhsics use...
|
||||
//this->rigidBody->;
|
||||
}
|
||||
|
||||
void Player::Jump()
|
||||
{
|
||||
|
|
|
@ -46,7 +46,9 @@ namespace GameLogic
|
|||
void Respawn(Oyster::Math::Float3 spawnPoint);
|
||||
|
||||
|
||||
void Rotate(const Oyster::Math3D::Float3 lookDir, const Oyster::Math3D::Float3 right);
|
||||
void Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right);
|
||||
|
||||
void TurnLeft(Oyster::Math3D::Float deltaRadians);
|
||||
|
||||
/********************************************************
|
||||
* Collision function for player, this is to be sent to physics through the subscribe function with the rigidbody
|
||||
|
|
Loading…
Reference in New Issue