GL - Massdriver usage of applyeffect
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@ -46,13 +46,24 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
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void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float dt)
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{
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Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (500 * dt);
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Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition());
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Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20);
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Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
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//Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,ForcePushAction);
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//create frustum that will then collide with object and push them in the aimed direction
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//sample with frustum using visitor pattern(needs a function ptr sent with it that idicates what happens when a collision has been made)
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}
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void AttatchmentMassDriver::ForcePushAction(Oyster::Physics::ICustomBody *obj)
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{
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Oyster::Physics::ICustomBody::State state = obj->GetState();
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Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (500);
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state.ApplyLinearImpulse(pushForce);
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obj->SetState(state);
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}
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/********************************************************
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* Pulls the player in the direction he is looking, used for fast movement(kinda like a jetpack)
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********************************************************/
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@ -36,6 +36,8 @@ namespace GameLogic
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********************************************************/
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void ForceSuck(const WEAPON_FIRE &usage, float dt);
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void ForcePushAction(Oyster::Physics::ICustomBody *obj);
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private:
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};
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