added move system and modified the camera for less bobidity
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02aea1f297
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664539b718
20
physics.cc
20
physics.cc
@ -53,7 +53,17 @@ void Physics::takeUpdateStep(float timeDiff)
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btVector3 dir = cameraBody->getCenterOfMassPosition() - position;
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btVector3 dir = cameraBody->getCenterOfMassPosition() - position;
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float str = 50 * dir.length() / cameraBody->getInvMass(); //getInvMass() returns the inverted mass
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float str = 50 * dir.length() / cameraBody->getInvMass(); //getInvMass() returns the inverted mass
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cameraBody->applyCentralForce(-dir*str); //scale the force by camera mass
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/*if(dir.length() > -0.1f && dir.length() < 0.1f)
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{
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cameraBody->setLinearVelocity(btVector3(0,0,0));
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world->stepSimulation(timeDiff);
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return;
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}*/
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cameraBody->setLinearVelocity(btVector3(0,0,0));
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cameraBody->applyCentralForce(-dir*str*10) ; //scale the force by camera mass
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counter=0;
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counter=0;
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float speed = cameraBody->getLinearVelocity().length();
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float speed = cameraBody->getLinearVelocity().length();
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if(speed>20.0f)
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if(speed>20.0f)
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@ -408,7 +418,7 @@ void Physics::updateCameraPos(glm::vec2 mouseMovement, float strength, float dis
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change.normalize(); //normalize so that the distance between camera and body does not matter
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change.normalize(); //normalize so that the distance between camera and body does not matter
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change *= (mouseMovement.y); //we start with left/right movement because this needs to be calculated via a crossproduct, and the up down value would alter that
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change *= (mouseMovement.y); //we start with left/right movement because this needs to be calculated via a crossproduct, and the up down value would alter that
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change = btCross(btVector3(0,1,0),change);
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change = btCross(btVector3(0,1,0),change);
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change.setY(mouseMovement.x/5); //scaleing because otherwise oup/down much stronger then left right
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change.setY(mouseMovement.x); //scaleing because otherwise oup/down much stronger then left right
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change *= strength / cameraBody->getInvMass();
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change *= strength / cameraBody->getInvMass();
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cameraBody->applyCentralForce(change);
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cameraBody->applyCentralForce(change);
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@ -467,6 +477,12 @@ void Physics::addStaticGroundPlane()
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} //not needed anymoer, but still good for debugging
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} //not needed anymoer, but still good for debugging
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void Physics::forceMove(glm::vec3 newPosition, unsigned indice)
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{
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bodies[indice]->setCenterOfMassTransform(btTransform(btQuaternion(0,0,0,1),btVector3(newPosition.x,newPosition.y,newPosition.z)));
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}
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void Physics::kill() //delete dynamically allocated memory
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void Physics::kill() //delete dynamically allocated memory
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{
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{
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if (world == NULL) {
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if (world == NULL) {
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@ -68,6 +68,7 @@ class Physics {
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glm::vec3 getCameraToPlayer();
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glm::vec3 getCameraToPlayer();
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void kill();
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void kill();
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void addButtonFrame(Entity entity);
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void addButtonFrame(Entity entity);
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void forceMove(glm::vec3 newPosition, unsigned indice);
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struct positionConstraint{btRigidBody* body; float strength; btVector3 position;};
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struct positionConstraint{btRigidBody* body; float strength; btVector3 position;};
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