GL - jumppad testing
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@ -87,7 +87,7 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
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if(hasObject)
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{
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Oyster::Physics::API::Instance().ReleaseFromLimbo(heldObject);
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pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (100);
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pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (400);
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heldObject->ApplyImpulse((Oyster::Math::Float3)pushForce);
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hasObject = false;
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@ -100,7 +100,7 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
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Oyster::Math::Float lenght = 10;
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Oyster::Math::Float3 pos = owner->GetRigidBody()->GetState().centerPos;
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pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (100);
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pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (400);
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Oyster::Collision3D::Cone *hitCone = new Oyster::Collision3D::Cone(lenght,pos,(Oyster::Math::Float4)owner->GetRigidBody()->GetState().quaternion,radius);
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@ -66,11 +66,7 @@ using namespace GameLogic;
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void SendObjectFlying(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 force)
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{
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Oyster::Physics::ICustomBody::State state;
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state = obj.GetState();
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//state.ApplyLinearImpulse(force);
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obj.SetState(state);
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obj.ApplyImpulse(force);
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}
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@ -8,10 +8,10 @@ JumpPad::JumpPad(void)
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{
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}
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JumpPad::JumpPad(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type, Oyster::Math::Float3 pushForce)
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JumpPad::JumpPad(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type, Oyster::Math::Float3 pushForce)
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:StaticObject(rigidBody, collisionFuncAfter, type)
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{
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this->pushForce = pushForce;
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}
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@ -9,7 +9,7 @@ namespace GameLogic
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JumpPad(void);
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JumpPad(Oyster::Physics::ICustomBody *rigidBody
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,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss)
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,void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss)
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,OBJECT_TYPE type, Oyster::Math::Float3 pushForce);
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~JumpPad(void);
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@ -181,9 +181,9 @@ void Level::InitiateLevel(float radius)
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this->staticObjects[0]->objectID = idCount++;
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// add jumppad
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ICustomBody* rigidBody_Jumppad = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(4, 600.3, 0), 5, 0.5f, 0.8f, 0.6f);
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ICustomBody* rigidBody_Jumppad = API::Instance().AddCollisionBox(Oyster::Math::Float3(1, 1, 1), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(4, 600.3, 0), 5, 0.5f, 0.8f, 0.6f);
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this->staticObjects.Push(new JumpPad(rigidBody_Jumppad, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_JUMPPAD, Oyster::Math::Float3(0,1,0)));
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this->staticObjects.Push(new JumpPad(rigidBody_Jumppad, JumpPad::JumpPadActivated, OBJECT_TYPE::OBJECT_TYPE_JUMPPAD, Oyster::Math::Float3(0,2000,0)));
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rigidBody_Jumppad->SetCustomTag(this->staticObjects[1]);
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this->staticObjects[1]->objectID = idCount++;
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}
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