GL - fixed respawning and also fixed weapon
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9efa4fcb23
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@ -132,7 +132,7 @@ bool GameState::LoadModels(std::wstring mapFile)
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(50, 300, 0));
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(50, 300, 0));
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//Oyster::Math3D::RotationMatrix_AxisZ()
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//Oyster::Math3D::RotationMatrix_AxisZ()
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modelData.world = modelData.world * translate;
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modelData.world = modelData.world * translate;
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modelData.visible = true;
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modelData.visible = false;
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modelData.modelPath = L"building_corporation.dan";
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modelData.modelPath = L"building_corporation.dan";
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modelData.id = 4;
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modelData.id = 4;
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// load models
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// load models
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@ -93,11 +93,14 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
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heldObject = NULL;
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heldObject = NULL;
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return;
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return;
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}
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}
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Oyster::Math::Float3 up = owner->GetOrientation().v[1];
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Oyster::Math::Float3 look = owner->GetLookDir();
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Oyster::Math::Float3 pos = owner->GetPosition();
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pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (500 * dt);
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pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (50000 * 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(look, up, pos);
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Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20);
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Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/8,1,1,5);
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Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
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Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
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forcePushData args;
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forcePushData args;
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args.pushForce = pushForce;
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args.pushForce = pushForce;
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@ -142,14 +145,14 @@ void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
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void AttatchmentMassDriver::PickUpObject(const WEAPON_FIRE &usage, float dt)
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void AttatchmentMassDriver::PickUpObject(const WEAPON_FIRE &usage, float dt)
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{
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{
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//Oyster::Math::Float4 pos = owner->GetPosition() + owner->GetLookDir().GetNormalized();
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Oyster::Math::Float3 pos = owner->GetPosition() + owner->GetLookDir().GetNormalized()*5;
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//Oyster::Collision3D::Sphere hitSphere = Oyster::Collision3D::Sphere(pos,2000);
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Oyster::Collision3D::Sphere hitSphere = Oyster::Collision3D::Sphere(pos,20);
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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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Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20);
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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::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
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*/
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Oyster::Physics::API::Instance().ApplyEffect(hitSphere,this,AttemptPickUp);
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Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,this,AttemptPickUp);
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}
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}
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@ -49,7 +49,7 @@ using namespace GameLogic;
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//use kinetic energyloss of the collision in order too determin how much damage to take
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//use kinetic energyloss of the collision in order too determin how much damage to take
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//use as part of the damage algorithm
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//use as part of the damage algorithm
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int damageDone = 0;
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int damageDone = 0;
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int forceThreashHold = 200;
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int forceThreashHold = 200000;
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if(kineticEnergyLoss > forceThreashHold) //should only take damage if the force is high enough
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if(kineticEnergyLoss > forceThreashHold) //should only take damage if the force is high enough
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{
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{
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@ -15,37 +15,37 @@ namespace PrivateStatic
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Float4x4 m = vp.GetTranspose();
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Float4x4 m = vp.GetTranspose();
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// left
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// left
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lp.normal = m.v[3].xyz + m.v[0].xyz;
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lp.normal = Float4(m.v[3].xyz + m.v[0].xyz,0);
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lp.phasing = lp.normal.GetMagnitude();
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lp.phasing = lp.normal.GetMagnitude();
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lp.normal /= lp.phasing;
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lp.normal /= lp.phasing;
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lp.phasing = (m.v[3].w + m.v[0].w) / lp.phasing;
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lp.phasing = (m.v[3].w + m.v[0].w) / lp.phasing;
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// right
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// right
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rp.normal = m.v[3].xyz - m.v[0].xyz;
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rp.normal = Float4(m.v[3].xyz - m.v[0].xyz,0);
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rp.phasing = rp.normal.GetMagnitude();
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rp.phasing = rp.normal.GetMagnitude();
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rp.normal /= rp.phasing;
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rp.normal /= rp.phasing;
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rp.phasing = (m.v[3].w - m.v[0].w) / rp.phasing;
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rp.phasing = (m.v[3].w - m.v[0].w) / rp.phasing;
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// bottom
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// bottom
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bp.normal = m.v[3].xyz + m.v[1].xyz;
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bp.normal = Float4(m.v[3].xyz + m.v[1].xyz,0);
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bp.phasing = bp.normal.GetMagnitude();
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bp.phasing = bp.normal.GetMagnitude();
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bp.normal /= bp.phasing;
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bp.normal /= bp.phasing;
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bp.phasing = (m.v[3].w + m.v[1].w) / bp.phasing;
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bp.phasing = (m.v[3].w + m.v[1].w) / bp.phasing;
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// top
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// top
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tp.normal = m.v[3].xyz - m.v[1].xyz;
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tp.normal = Float4(m.v[3].xyz - m.v[1].xyz,0);
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tp.phasing = tp.normal.GetMagnitude();
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tp.phasing = tp.normal.GetMagnitude();
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tp.normal /= tp.phasing;
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tp.normal /= tp.phasing;
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tp.phasing = (m.v[3].w - m.v[1].w) / tp.phasing;
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tp.phasing = (m.v[3].w - m.v[1].w) / tp.phasing;
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// near leftHanded DirectX
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// near leftHanded DirectX
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np.normal = m.v[2].xyz;
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np.normal = Float4(m.v[2].xyz,0);
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np.phasing = np.normal.GetMagnitude();
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np.phasing = np.normal.GetMagnitude();
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np.normal /= np.phasing;
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np.normal /= np.phasing;
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np.phasing = m.v[2].w / np.phasing;
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np.phasing = m.v[2].w / np.phasing;
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// far lefthanded
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// far lefthanded
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fp.normal = m.v[3].xyz - m.v[2].xyz;
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fp.normal = Float4(m.v[3].xyz - m.v[2].xyz,0);
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fp.phasing = fp.normal.GetMagnitude();
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fp.phasing = fp.normal.GetMagnitude();
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fp.normal /= fp.phasing;
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fp.normal /= fp.phasing;
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fp.phasing = (m.v[3].w - m.v[2].w) / fp.phasing;
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fp.phasing = (m.v[3].w - m.v[2].w) / fp.phasing;
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