void Character::throwEntity(){ Cube* cube = dynamic_cast<Cube*>(takenEntity[1]); cube->setCollide(false); cube->setV0(((shotForce)*vector3(dir[0],dir1,dir[2]))*(1/cube->getMass())*0.5); takenEntity[1]->setPos(pos+vector3(0.0,1.4+dir1,0.0)+dir*2); entityList->insert(++(entityList->begin()),takenEntity[1]); //insert after the first element takenEntity[1] = NULL; }
void Character::releaseEntity(){ Cube* cube = dynamic_cast<Cube*>(takenEntity[1]); ///TODO /*GLfloat angle = dir[2]/(dir.length()); angle = (acos(angle)/3.14)*180.0; cout << angle << endl; cube->setAngle(angle + cube->getAngle());*/ cube->setCollide(false); cube->setV0(releaseForce*(1/cube->getMass())*0.5); takenEntity[1]->setPos(pos+vector3(0.0,1.0+dir1,0.0)+dir*2); //cout << takenEntity->getPos() << endl; entityList->insert(++(entityList->begin()),takenEntity[1]); //insert after the first element takenEntity[1] = NULL; }