void	PhysicsSystem::BroadPhaseCollisions() {

		for(vector<PhysicsNode*>::iterator i = allNodes.begin()  ; i != allNodes.end(); ++i) {

		if((*i)->isPlane)
		{
			for(vector<PhysicsNode*>::iterator j = i; j != allNodes.end(); ++j) 
			{
				if(*i != *j)
				{
					c_Sphere		c2 =  c_Sphere((*j)->GetPosition(), 50);
					CollisionData	cd =  CollisionData();
					if(SphereInPlane((*j)->GetPosition(), c2.m_radius, c2, &cd))
					{
						AddCollImpulse2(*j, cd);
						//(*j)->SetLinearVelocity((*j)->GetLinearVelocity());
						//Vector3 temp = (*j)->GetLinearVelocity();
						//temp.y = -temp.y;
						//(*j)->SetLinearVelocity(temp);

					}

				}
			}

		}

		//Getting the position from and making the spaceship backfire.
		if(((*i))->isShip && (*i)->isHit == false) 
		{
			RandPos = (*i)->GetPosition();// + Vector3(100, 100, 100);
			//hitCount++;
		}

		//Check if hit the player/camera.
		if((*i)->isBackFire)
		{
			cubeAABB a = cubeAABB((*i)->GetPosition(), Vector3(100,100,100));
			cubeAABB b = cubeAABB(CamPos, Vector3(300, 300, 300));

			if(AABBCollision(a, b)){
				lifes -= 1;
				jitter = true;

			}
		}


		for(vector<PhysicsNode*>::iterator j = i; j != allNodes.end(); ++j) {
			if(*i != *j)
			{
					c_Sphere		c1 =  c_Sphere((*i)->GetPosition(), 50);
					c_Sphere		c2 =  c_Sphere((*j)->GetPosition(), 50);

					CollisionData	cd =  CollisionData();
					if(SphereSphereCollision(c1, c2, &cd) == true){
						AddCollisionImpulse(*i, *j, cd);
						(*i)->m_HasHit = true;
						if((*i)->isShip == true)
						{
								((*i))->isHit = true;
								score += 100; 
								pos = ((*i))->GetPosition();
						}

					}

			
					// AI
					if (AI){

						if((*i)->isShip && (*j)->isMissile)
						{
							if(*i != *j)
							{

								Vector3 a = (*i)->GetPosition();
								Vector3 b = (*j)->GetPosition();
								float diffX = abs(a.x-b.x);
								float diffY = abs(a.y-b.y);
								float diffZ = abs(a.z-b.z);
								Vector3 diff = Vector3(diffX, diffY, diffZ);
								float sep;
								sep = (AIlevel == 0) ? 100.0 : 150.0f; 
								if(diff.x <= 100)
								{
									if(diff.y <= 100)
									{
										if(diff.z <= 100)
										{
										
											(*i)->SetPosition((*i)->GetPosition() + Vector3(100, 100, 100));
											RandPos = (*i)->GetPosition() + Vector3(100, 100, 100);

											}

											// add force or velo or acce
										}
									}
								}
							}
						}

					}
				}

			 }
	}
Example #2
0
CollisionData iTest(const ConvexHull & chull,  const AABB & rect)
{
	return CollisionData();
}
Example #3
0
CollisionData iTest(const ConvexHull & chull,  const Plane & plane)
{
	return CollisionData();
}
Example #4
0
CollisionData iTest(const ConvexHull & chull,  const Ray & ray)
{
	return CollisionData();
}
Example #5
0
CollisionData iTest(const ConvexHull & chull,  const Circle & circle)
{
	return CollisionData();
}
Example #6
0
CollisionData iTest(const ConvexHull & chullA, const ConvexHull & chullB)
{
	return CollisionData();
}