#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: 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 pos = owner->GetPosition() + owner->GetLookDir().GetNormalized(); state.SetCenterPosition(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) { pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (800 * dt); Oyster::Physics::ICustomBody::State state = heldObject->GetState(); state.ApplyLinearImpulse((Oyster::Math::Float3)pushForce); heldObject->SetState(state); Oyster::Physics::API::Instance().ReleaseFromLimbo(heldObject); hasObject = false; heldObject = NULL; return; } pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (500 * dt); Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition()); Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20); Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace)); forcePushData args; args.pushForce = pushForce; Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,&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::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (100 * dt); Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition()); Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20); Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace)); forcePushData args; args.pushForce = -pushForce; Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,&args,ForcePushAction); } void AttatchmentMassDriver::PickUpObject(const WEAPON_FIRE &usage, float dt) { Oyster::Math::Float4 pos = owner->GetPosition() + owner->GetLookDir().GetNormalized(); Oyster::Collision3D::Sphere hitSphere = Oyster::Collision3D::Sphere(pos,1); Oyster::Physics::API::Instance().ApplyEffect(hitSphere,this,AttemptPickUp); }