73 lines
2.3 KiB
C++
73 lines
2.3 KiB
C++
#include "AttatchmentMassDriver.h"
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#include "PhysicsAPI.h"
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using namespace GameLogic;
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AttatchmentMassDriver::AttatchmentMassDriver(void)
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{
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this->owner = 0;
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}
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AttatchmentMassDriver::AttatchmentMassDriver(Player &owner)
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{
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this->owner = &owner;
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}
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AttatchmentMassDriver::~AttatchmentMassDriver(void)
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{
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}
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/********************************************************
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* Uses the attatchment and will from here switch case the different WEAPON_FIRE's that are to be used
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********************************************************/
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void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage, float dt)
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{
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//switch case to determin what functionallity to use in the attatchment
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switch (usage)
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{
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case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS:
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ForcePush(usage,dt);
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break;
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case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS:
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ForcePull(usage,dt);
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break;
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}
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}
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/********************************************************
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* Pushes objects in a cone in front of the weapon when fired
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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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//Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (500 * dt);
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Oyster::Math::Float3 weaponPos;
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weaponPos = owner->GetPosition() + 5 * owner->GetLookDir();
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Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetGravityNormal(), weaponPos);
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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::Physics::API::Instance().ApplyEffect(hitFrustum,NULL, ForcePushAction);
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}
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/********************************************************
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* Pulls the player in the direction he is looking, used for fast movement(kinda like a jetpack)
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********************************************************/
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void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
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{
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Oyster::Physics::Struct::CustomBodyState state = this->owner->GetRigidBody()->GetState();
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//do something with state
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state.ApplyLinearImpulse(Oyster::Math::Float3(this->owner->GetLookDir()) * (500 * dt));
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this->owner->GetRigidBody()->SetState(state);
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}
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