Fixed Gun dropping drops on only one side of player but impulse is not applied. Fix next
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@ -49,7 +49,8 @@ Multiplayer
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- [ ] Real world magazines
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- [ ] Real world magazines
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- [ ] Rewriting bullet physics to use raycasts & kinematic rigidbodies (logic controlled)
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- [ ] Rewriting bullet physics to use raycasts & kinematic rigidbodies (logic controlled)
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- [x] Create a Controls struct that holds mappings to all the game keys and replace them in all the game's code
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- [x] Create a Controls struct that holds mappings to all the game keys and replace them in all the game's code
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- [x] Gun dropping drops on only one side of player
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- [ ] TODO: Gun dropping does not apply impulse for some reason...
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# Design
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# Design
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@ -90,13 +90,19 @@ pub fn drop_slot_in_game_world(
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slot: PlayerInventorySlotType,
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slot: PlayerInventorySlotType,
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item_state: Option<ItemState>,
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item_state: Option<ItemState>,
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) {
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) {
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let drop_position = Transform::from_translation(
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let mut drop_position = Transform::from_translation(
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player_transform.translation
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player_transform.translation
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+ player_transform.up() * 5.0
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+ player_transform.up() * 5.0
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+ player_transform.forward() * 5.0
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);
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);
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drop_position.rotation = player_transform.rotation;
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//drop_position.rotate_y(90.0f32.to_radians());
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drop_position.rotate_y(-90.0f32.to_radians());
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drop_position.rotate_x(45.0f32.to_radians());
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drop_position.rotate_z(45.0f32.to_radians());
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let drop_impulse = player_transform.translation
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let drop_impulse = player_transform.translation
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+ player_transform.up() * 100.0
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+ (player_transform.up() * 1000000.0)
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+ player_transform.forward() * 30.0;
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+ (player_transform.forward() * 3000000.0);
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let item_inventory_slot = match slot {
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let item_inventory_slot = match slot {
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PlayerInventorySlotType::Primary => {
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PlayerInventorySlotType::Primary => {
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@ -118,7 +118,7 @@ impl Item for Ak105GunItem {
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..Default::default()
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..Default::default()
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},
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},
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RigidBody::Dynamic,
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RigidBody::Dynamic,
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ColliderMassProperties::Mass(5.0),
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ColliderMassProperties::Mass(0.1),
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GravityScale(4.0),
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GravityScale(4.0),
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ExternalImpulse {
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ExternalImpulse {
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impulse: with_impulse,
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impulse: with_impulse,
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@ -10,6 +10,7 @@ bitflags! {
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const GUNS = 0b00000010;
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const GUNS = 0b00000010;
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/// The value `C`, at bit position `2`.
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/// The value `C`, at bit position `2`.
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const SOLIDS = 0b00000100;
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const SOLIDS = 0b00000100;
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const PLAYER = 0b00001000;
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const ALL = u32::MAX;
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const ALL = u32::MAX;
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const NONE = 0;
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const NONE = 0;
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@ -4,7 +4,7 @@ use bevy_rapier3d::prelude::*;
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use crate::{
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use crate::{
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comps::core::{
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comps::core::{
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inventory::player_inventory::PlayerInventory,
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inventory::player_inventory::PlayerInventory,
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markers::player::{Player, PlayerData},
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markers::{player::{Player, PlayerData}, collider_flags::ColliderFlags},
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},
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},
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logic::core::{
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logic::core::{
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guns::player_firing::PlayerFiringInfo,
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guns::player_firing::PlayerFiringInfo,
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@ -104,6 +104,7 @@ pub fn player_spawner(
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..Default::default()
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..Default::default()
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})
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})
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// Data
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// Data
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.insert(CollisionGroups::new(Group::from_bits_retain(ColliderFlags::PLAYER.bits()), Group::from_bits_retain(ColliderFlags::SOLIDS.bits())))
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.insert(PlayerFiringInfo::default())
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.insert(PlayerFiringInfo::default())
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.insert(PlayerInventory::default())
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.insert(PlayerInventory::default())
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.add_child(player_scene);
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.add_child(player_scene);
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