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@ -46,7 +46,10 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
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********************************************************/
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void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float dt)
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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::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition());
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@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<ShowAllFiles>true</ShowAllFiles>
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<ShowAllFiles>false</ShowAllFiles>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
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@ -9,8 +9,14 @@ Game::PlayerData::PlayerData()
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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.size = Oyster::Math::Float3(4,7,4);
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<<<<<<< HEAD
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sbDesc.mass = 70;
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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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Oyster::Physics::ICustomBody *rigidBody = Oyster::Physics::API::Instance().CreateRigidBody(sbDesc).Release();
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@ -43,8 +43,15 @@ void Level::InitiateLevel(float radius)
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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.ignoreGravity = false;
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<<<<<<< HEAD
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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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=======
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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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rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
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