changed hight of camera and added camera move methode in physics
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8aab9a64e9
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11
physics.cc
11
physics.cc
@ -48,8 +48,8 @@ void Physics::takeUpdateStep(float timeDiff)
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position += playerBall->getCenterOfMassPosition(); //is the position cameraDistance away from the player in the direction of the camera
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//prevent the camera from being dragged along on the ground
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if (position.getY() < playerBall->getCenterOfMassPosition().getY() + 1)
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position.setY(playerBall->getCenterOfMassPosition().getY() + 1);
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if (position.getY() < playerBall->getCenterOfMassPosition().getY() + cameraDistance/2)
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position.setY(playerBall->getCenterOfMassPosition().getY() + cameraDistance/2);
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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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@ -478,11 +478,16 @@ void Physics::addStaticGroundPlane()
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void Physics::forceMove(glm::vec3 newPosition, unsigned indice)
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void Physics::forceMove(glm::vec3 newPosition, unsigned indice)//ugly, but needed for reset
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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::forceMoveCamera(glm::vec3 newPosition)
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{
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cameraBody->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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{
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if (world == NULL) {
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@ -69,6 +69,7 @@ class Physics {
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void kill();
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void addButtonFrame(Entity entity);
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void forceMove(glm::vec3 newPosition, unsigned indice);
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void forceMoveCamera(glm::vec3 newPosition);
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struct positionConstraint{btRigidBody* body; float strength; btVector3 position;};
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