#include "AttatchmentMassDriver.h" #include "PhysicsAPI.h" #include "GameLogicStates.h" using namespace GameLogic; AttatchmentMassDriver::AttatchmentMassDriver(void) { this->owner = 0; this->heldObject = NULL; this->hasObject = false; } AttatchmentMassDriver::AttatchmentMassDriver(Player &owner) { this->owner = &owner; this->heldObject = NULL; this->hasObject = false; } AttatchmentMassDriver::~AttatchmentMassDriver(void) { } /******************************************************** * Uses the attatchment and will from here switch case the different WEAPON_FIRE's that are to be used ********************************************************/ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage, float dt) { //switch case to determin what functionallity to use in the attatchment switch (usage) { case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS: ForcePush(usage,dt); break; 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); break; case WEAPON_FIRE::WEAPON_USE_UTILLITY_PRESS: ForceZip(usage,dt); break; } } void AttatchmentMassDriver::Update(float dt) { //update position of heldObject if there is an object being held if(hasObject) { //Oyster::Physics::ICustomBody::State state; //state = heldObject->GetState(); Oyster::Math::Float3 ownerPos = owner->GetPosition(); Oyster::Physics::ICustomBody::State ownerState = owner->GetRigidBody()->GetState(); Oyster::Math::Float3 up = -ownerState.GetOrientation().v[2]; up *= -0.3; Oyster::Math::Float3 pos = ownerPos + (owner->GetLookDir().GetNormalized()*5); //state.centerPos = pos; heldObject->SetPosition(pos); //heldObject->SetState(state); } } /******************************************************** * Pushes objects in a cone in front of the weapon when fired *alternativly it puts a large force on the currently held object ********************************************************/ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float dt) { //if the weapon has an object then it is only the object that will be shot away Oyster::Math::Float4 pushForce; if(hasObject) { Oyster::Physics::API::Instance().ReleaseFromLimbo(heldObject); pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (400); heldObject->ApplyImpulse((Oyster::Math::Float3)pushForce); hasObject = false; heldObject = NULL; return; } Oyster::Math::Float radius = 4; Oyster::Math::Float3 look = owner->GetLookDir().GetNormalized(); Oyster::Math::Float lenght = 10; Oyster::Math::Float3 pos = owner->GetRigidBody()->GetState().centerPos; pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (400); Oyster::Collision3D::Cone *hitCone = new Oyster::Collision3D::Cone(lenght,pos,(Oyster::Math::Float4)owner->GetRigidBody()->GetState().quaternion,radius); forcePushData args; args.pushForce = pushForce; Oyster::Physics::API::Instance().ApplyEffect(hitCone,&args,ForcePushAction); } /******************************************************** * Pulls the player in the direction he is looking, used for fast movement(kinda like a jetpack) ********************************************************/ void AttatchmentMassDriver::ForceZip(const WEAPON_FIRE &usage, float dt) { Oyster::Physics::Struct::CustomBodyState state = this->owner->GetRigidBody()->GetState(); //do something with state //state.ApplyLinearImpulse(Oyster::Math::Float3(this->owner->GetLookDir()) * (500 * dt)); this->owner->GetRigidBody()->SetState(state); } void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt) { if(hasObject) return; //this test checks if the weapon already has something picked up, if so then it cant use this function PickUpObject(usage,dt); //first test if there is a nearby object to pickup if(hasObject) return; //this test checks if the weapon has now picked up an object, if so then it shall not apply a force to suck in objects //if no object has been picked up then suck objects towards you Oyster::Math::Float radius = 4; Oyster::Math::Float3 look = owner->GetLookDir().GetNormalized(); Oyster::Math::Float lenght = 10; Oyster::Math::Float3 pos = owner->GetRigidBody()->GetState().centerPos; Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (100); Oyster::Collision3D::Cone *hitCone = new Oyster::Collision3D::Cone(lenght,pos,(Oyster::Math::Float4)owner->GetRigidBody()->GetState().quaternion,radius); forcePushData args; args.pushForce = -pushForce; Oyster::Physics::API::Instance().ApplyEffect(hitCone,&args,ForcePushAction); } void AttatchmentMassDriver::PickUpObject(const WEAPON_FIRE &usage, float dt) { Oyster::Math::Float3 pos = owner->GetPosition() + owner->GetLookDir().GetNormalized()*5; Oyster::Collision3D::Sphere *hitSphere = new Oyster::Collision3D::Sphere(pos,10); Oyster::Physics::API::Instance().ApplyEffect(hitSphere,this,AttemptPickUp); delete hitSphere; }