GL - mergeissues fixed
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@ -46,10 +46,6 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
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********************************************************/
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********************************************************/
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void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float dt)
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void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float dt)
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{
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{
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<<<<<<< HEAD
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=======
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>>>>>>> GL - mergeissues
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Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (500 * dt);
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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 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition());
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@ -9,14 +9,9 @@ Game::PlayerData::PlayerData()
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Oyster::Physics::API::SimpleBodyDescription sbDesc;
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Oyster::Physics::API::SimpleBodyDescription sbDesc;
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sbDesc.centerPosition = Oyster::Math::Float3(0,308,0);
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sbDesc.centerPosition = Oyster::Math::Float3(0,308,0);
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sbDesc.size = Oyster::Math::Float3(4,7,4);
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sbDesc.size = Oyster::Math::Float3(4,7,4);
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<<<<<<< HEAD
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sbDesc.mass = 70;
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sbDesc.mass = 70;
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sbDesc.restitutionCoeff = 0.5;
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sbDesc.restitutionCoeff = 0.5;
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=======
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sbDesc.mass = 90;
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>>>>>>> GL - mergeissues
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//create rigid body
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//create rigid body
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Oyster::Physics::ICustomBody *rigidBody = Oyster::Physics::API::Instance().CreateRigidBody(sbDesc).Release();
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Oyster::Physics::ICustomBody *rigidBody = Oyster::Physics::API::Instance().CreateRigidBody(sbDesc).Release();
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@ -43,15 +43,10 @@ void Level::InitiateLevel(float radius)
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API::SimpleBodyDescription sbDesc_TestBox;
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API::SimpleBodyDescription sbDesc_TestBox;
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sbDesc_TestBox.centerPosition = Oyster::Math::Float4(10,320,0,0);
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sbDesc_TestBox.centerPosition = Oyster::Math::Float4(10,320,0,0);
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sbDesc_TestBox.ignoreGravity = false;
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sbDesc_TestBox.ignoreGravity = false;
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<<<<<<< HEAD
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sbDesc_TestBox.mass = 50;
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sbDesc_TestBox.mass = 50;
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sbDesc_TestBox.size = Oyster::Math::Float4(4,4,4,0);
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sbDesc_TestBox.size = Oyster::Math::Float4(4,4,4,0);
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=======
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sbDesc_TestBox.mass = 10;
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sbDesc_TestBox.size = Oyster::Math::Float4(4,4,4,0);
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>>>>>>> GL - mergeissues
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ICustomBody* rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
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ICustomBody* rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
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rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
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rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
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