GameLogic - player now using some of the new phys api

This commit is contained in:
Erik Persson 2014-01-09 13:06:18 +01:00
parent 48b9189a03
commit 52ba5602d5
2 changed files with 12 additions and 11 deletions

View File

@ -15,6 +15,7 @@ namespace Oyster
namespace Physics
{
class ICustomBody;
class State;
}
}
namespace GameLogic
@ -36,6 +37,8 @@ namespace GameLogic
int objectID;
protected:
Oyster::Physics::ICustomBody *rigidBody;
Oyster::Physics::ICustomBody::State *state;
};
}

View File

@ -16,7 +16,7 @@ struct Player::PrivateData
teamID = -1;
playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
lookDir = Oyster::Math::Float3(1,0,0);
lookDir = Oyster::Math::Float4(1,0,0);
}
~PrivateData()
@ -31,7 +31,7 @@ struct Player::PrivateData
int teamID;
Weapon *weapon;
PLAYER_STATE playerState;
Oyster::Math::Float3 lookDir;
Oyster::Math::Float4 lookDir;
}myData;
@ -49,8 +49,6 @@ Player::~Player(void)
void Player::Move(const PLAYER_MOVEMENT &movement)
{
//Oyster::Math::Float3 currentVelocity = rigidBody->GetRigidLinearVelocity();
switch(movement)
{
case PLAYER_MOVEMENT::PLAYER_MOVEMENT_FORWARD:
@ -77,23 +75,23 @@ void Player::Move(const PLAYER_MOVEMENT &movement)
void Player::MoveForward()
{
//API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),myData->lookDir * 100);
state->ApplyLinearImpulse(myData->lookDir * 100);
}
void Player::MoveBackwards()
{
//API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),-myData->lookDir * 100);
state->ApplyLinearImpulse(-myData->lookDir * 100);
}
void Player::MoveRight()
{
//Do cross product with forward vector and negative gravity vector
//Oyster::Math::Float3 r = (-rigidBody->GetGravityNormal()).Cross(myData->lookDir);
//API::Instance().ApplyForceAt(rigidBody, rigidBody->GetCenter(), r * 100);
Oyster::Math::Float4 r = (-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)myData->lookDir);
state->ApplyLinearImpulse(r * 100);
}
void Player::MoveLeft()
{
//Do cross product with forward vector and negative gravity vector
//Oyster::Math::Float3 r = -(-rigidBody->GetGravityNormal()).Cross(myData->lookDir);
//API::Instance().ApplyForceAt(rigidBody, rigidBody->GetCenter(), r * 100);
Oyster::Math::Float4 r = -(-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)myData->lookDir);
state->ApplyLinearImpulse(-r * 100);
}
void Player::UseWeapon(const WEAPON_FIRE &fireInput)
@ -106,7 +104,7 @@ void Player::Respawn(Oyster::Math::Float3 spawnPoint)
//API::Instance().SetCenter(rigidBody,spawnPoint);
myData->life = 100;
myData->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
myData->lookDir = Oyster::Math::Float3(1,0,0);
myData->lookDir = Oyster::Math::Float4(1,0,0);
}
void Player::Jump()