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Copy pathTower01.cpp
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92 lines (59 loc) · 2.25 KB
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#include "Tower01.h"
#include <math.h>
#include <maths\sphere.h>
#include <maths/math_utils.h>
Tower01::Tower01(PrimitiveBuilder * primBuild, gef::Renderer3D* Renderer_3d_):
primitiveBuilder(primBuild)
{
towerCubeHalfSize = .015f;
set_mesh(primitiveBuilder->CreateBoxMesh(gef::Vector4(towerCubeHalfSize, towerCubeHalfSize, towerCubeHalfSize), gef::Vector4(0.0f, 0.0f, 0.0f)));
/*sphereCollider.set_mesh(primitiveBuilder->GetDefaultSphereMesh());*/
sphereCollider.set_mesh(primitiveBuilder->CreateSphereMesh(.10, 20, 20));
bullet = new TowerProjectile(primitiveBuilder, Renderer_3d_);
}
Tower01::~Tower01()
{
delete primitiveBuilder;
primitiveBuilder = NULL;
}
void Tower01::Update(float frameTime)
{
localTransform_ = localTransform_ * markerTranform;
//position_ = gef::Vector4(.1f, -.1f, 0.0f);
GameObjectMy::Update(frameTime);
set_transform(localTransform_ * markerTranform);
//Update for the sphereColliderGameObject
sphereCollider.localTransform_ = sphereCollider.localTransform_ * markerTranform;
sphereCollider.Update(frameTime);
sphereCollider.set_transform(sphereCollider.localTransform_ * markerTranform);
}
void Tower01::ShootProjectile(gef::Matrix44 globalTargetTransform, gef::Vector4 TargetVelocity)
{
gef::Matrix44 InverseOfMarkerTransform, temp3;
InverseOfMarkerTransform.AffineInverse(markerTranform);
temp3 = globalTargetTransform * InverseOfMarkerTransform;
gef::Vector4 distVector = temp3.GetTranslation();
gef::Vector4 BulletPosition = bullet->position_;
bulletEnemyDistVector = globalTargetTransform.GetTranslation() - BulletPosition;
if (bulletEnemyDistVector.Length() < 0.001f)
{
bullet->position_ = gef::Vector4(0.0f, 0.0f, 0.0f, 0.0f);
}
else
{
distVector.Normalise();
bullet->velocity_ = distVector * 0.4f;
}
}
void Tower01::FollowCube(gef::Matrix44 globalTargetTransform)
{
// Calculate inverse of towerTransform
gef::Matrix44 InverseOfMarkerTransform, temp3;
InverseOfMarkerTransform.AffineInverse(markerTranform);
temp3 = globalTargetTransform * InverseOfMarkerTransform;
gef::Vector4 angleVector = temp3.GetTranslation();
//gef::Vector4 tempRotationVector = temp.GetTranslation();
float angle = atan2(angleVector.y(), angleVector.x());
angle = gef::RadToDeg(angle);
rotationZ_ = angle;
}