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#include "missile.h"
#include "game.h"
#include "assets.h"
// I luv deadly weapons (:
void initMissile(Entity * entity, Game * game) {
entity->model = &game->assets.models[MISSILE_ASSET];
entity->collisionModel = entityCreateCollisionModel(*entity->model);
entity->transformedCollisionModel = entityCreateCollisionModel(*entity->model);
setEntityRadius(entity);
}
void closeMissile(Entity * entity) {
entityFreeCollisionModel(entity->collisionModel);
entityFreeCollisionModel(entity->transformedCollisionModel);
}
void updateMissile(Game * game, Entity * entity) {
entityUpdateLastValues(entity);
entityUpdatePosition(entity);
entityCheckTransformedCollisionModel(entity);
}
void drawMissile(Game * game, Entity * entity) {
entityDraw(entity);
}
void aimMissileAtTarget(Entity * entity, Vector3 target) {
setMissileDirection(entity, Vector3Normalize(Vector3Subtract(entity->position, target)));
}
void setMissileDirection(Entity * entity, Vector3 direction) {
// Get look at matrix and rotation.
Matrix matrix = MatrixLookAt(Vector3Zero(), direction, (Vector3){0.0, 1.0, 0.0});
entity->rotation = QuaternionInvert(QuaternionFromMatrix(matrix));
// Set velocity.
entity->velocity.velocity = (Vector3){
matrix.m2 * MISSILE_SPEED,
matrix.m6 * MISSILE_SPEED,
matrix.m10 * MISSILE_SPEED
};
}
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