GameEntity* MyGame::ShotProjectile(float msec){ GameEntity* g = new MoveSphere(new Cube(), new MoveSpherePhy(Quaternion::AxisAngleToQuaterion(Vector3(0, 1, 0), 0.0f),Vector3(100,0,0))); SceneNode* s = &g->GetRenderNode(); PhysicsNode* p = &g->GetPhysicsNode(); Vector3 CamDir = gameCamera->GetCamDir(); s->SetColour(Vector4(0, 0, 1, 1)); s->type = 1; s->SetBoundingRadius(50); s->SetTransform(Matrix4::Translation(Vector3(1, 1, 1)) * Matrix4::Rotation( 270.0f, Vector3(1, 0, 0))); s->SetModelScale(Vector3(10,10,20)); p->SetDimension(s->GetModelScale()); m_speed = m_speed * 1000; p->SetInverseMass(9.0f); p->SetSphereRadius(50); p->AddForce(CamDir * 7000); p->SetPosition(gameCamera->GetPosition()); p->SetOrientation(Quaternion::EulerAnglesToQuaternion(gameCamera->GetPitch(), gameCamera->GetYaw(), 0.0)); p->isMissile = true; g->ConnectToSystems(); return g; }
GameEntity* MyGame::BackFire(Vector3 pos) { GameEntity* g = new MoveSphere(new Cube(), new MoveSpherePhy(Quaternion::AxisAngleToQuaterion(Vector3(0, 1, 0), 90.0f), pos + Vector3(0, 0, 150))); SceneNode* s = &g->GetRenderNode(); PhysicsNode* p = &g->GetPhysicsNode(); Vector3 CamDir = gameCamera->GetCamDir(); s->SetTransform(Matrix4::Translation(Vector3(1, 1, 1)) * Matrix4::Rotation( 90.0f, Vector3(1, 0, 0))); s->SetColour(Vector4(0, 0, 1, 1)); s->type = 1; // For debug boxes. If 1 = debug boxes ON. s->SetBoundingRadius(50); s->SetModelScale(Vector3(10,10,20)); p->SetDimension(s->GetModelScale()); p->SetInverseMass(12.0f); p->SetSphereRadius(50); p->AddForce(-CamDir * 9000); p->SetOrientation(Quaternion::EulerAnglesToQuaternion(gameCamera->GetPitch(), gameCamera->GetYaw(), 0.0)); p->isMissile = true; p->isBackFire = true; g->ConnectToSystems(); return g; }
GameEntity* MyGame::BuildClothEntity() { GameEntity* g = new GameEntity(new SceneNode(RenderCloth), new PhysicsNode()); g->ConnectToSystems(); g->GetRenderNode().useNormal = 0; g->GetRenderNode().SetBoundingRadius(5000.0f); if(g->GetRenderNode().GetMesh()->GetTexture()){ glBindTexture(GL_TEXTURE_2D, g->GetRenderNode().GetMesh()->GetTexture()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); glBindTexture(GL_TEXTURE_2D, 0); } g->GetPhysicsNode().addCV(new CollisionSphere(Vector3(0,0,0),0.0f)); g->GetPhysicsNode().gravity = false; return g; }