GL - YOU CAN NOW SHOOT STUFF YAAAAY

This commit is contained in:
Erik Persson 2014-02-03 16:19:24 +01:00
parent d77b3d92d8
commit 7f29b62c6f
2 changed files with 23 additions and 8 deletions

View File

@ -39,6 +39,12 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
ForcePush(usage,dt); ForcePush(usage,dt);
break; break;
case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS: case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS:
if(hasObject)
{
ForcePush(usage,dt);//WARNING THIS IS A CRAP TEST TO MAKE SURE YOU CAN SHOOT BOXES
break;
}
ForcePull(usage,dt); ForcePull(usage,dt);
break; break;
case WEAPON_FIRE::WEAPON_USE_UTILLITY_PRESS: case WEAPON_FIRE::WEAPON_USE_UTILLITY_PRESS:
@ -56,8 +62,9 @@ void AttatchmentMassDriver::Update(float dt)
{ {
Oyster::Physics::ICustomBody::State state; Oyster::Physics::ICustomBody::State state;
state = heldObject->GetState(); state = heldObject->GetState();
Oyster::Math::Float3 ownerPos = owner->GetPosition();
Oyster::Math::Float3 pos = owner->GetPosition() + owner->GetLookDir().GetNormalized(); ownerPos.y += 2;
Oyster::Math::Float3 pos = ownerPos + owner->GetLookDir().GetNormalized()*2;
state.SetCenterPosition(pos); state.SetCenterPosition(pos);
@ -76,11 +83,12 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
if(hasObject) if(hasObject)
{ {
pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (800 * dt); Oyster::Physics::API::Instance().ReleaseFromLimbo(heldObject);
pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (2000);
Oyster::Physics::ICustomBody::State state = heldObject->GetState(); Oyster::Physics::ICustomBody::State state = heldObject->GetState();
state.ApplyLinearImpulse((Oyster::Math::Float3)pushForce); state.ApplyLinearImpulse((Oyster::Math::Float3)pushForce);
heldObject->SetState(state); heldObject->SetState(state);
Oyster::Physics::API::Instance().ReleaseFromLimbo(heldObject);
hasObject = false; hasObject = false;
heldObject = NULL; heldObject = NULL;
return; return;
@ -134,9 +142,14 @@ void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
void AttatchmentMassDriver::PickUpObject(const WEAPON_FIRE &usage, float dt) void AttatchmentMassDriver::PickUpObject(const WEAPON_FIRE &usage, float dt)
{ {
Oyster::Math::Float4 pos = owner->GetPosition() + owner->GetLookDir().GetNormalized(); //Oyster::Math::Float4 pos = owner->GetPosition() + owner->GetLookDir().GetNormalized();
Oyster::Collision3D::Sphere hitSphere = Oyster::Collision3D::Sphere(pos,1); //Oyster::Collision3D::Sphere hitSphere = Oyster::Collision3D::Sphere(pos,2000);
Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition());
Oyster::Physics::API::Instance().ApplyEffect(hitSphere,this,AttemptPickUp); Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20);
Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,this,AttemptPickUp);
} }

View File

@ -184,7 +184,9 @@ namespace DanBias
} }
void GameSession::Gameplay_PlayerShot ( Protocol_PlayerShot& p, DanBias::GameClient* c ) void GameSession::Gameplay_PlayerShot ( Protocol_PlayerShot& p, DanBias::GameClient* c )
{ {
c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_PRIMARY_PRESS); //c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_PRIMARY_PRESS);
c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_SECONDARY_PRESS);
//c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_PRIMARY_PRESS);
} }
void GameSession::Gameplay_PlayerJump ( Protocol_PlayerJump& p, DanBias::GameClient* c ) void GameSession::Gameplay_PlayerJump ( Protocol_PlayerJump& p, DanBias::GameClient* c )
{ {