Made it possible again to move the camera upwards.

This commit is contained in:
Steffen Fündgens 2015-02-13 12:47:34 +01:00
parent 012d117c7e
commit cb6f535382

View File

@ -41,16 +41,17 @@ void Physics::takeUpdateStep(float timeDiff)
allPositionConstraints[i].body->applyCentralForce(dir*allPositionConstraints[i].strength); //apply a foce upon the object pushing it towards the constraint position
}
}
btVector3 position = cameraBody->getCenterOfMassPosition() - playerBall->getCenterOfMassPosition(); //gets a vector from the player to the camera
position.normalize();
position *= 5;
position += playerBall->getCenterOfMassPosition(); //is the position 5 units away from the player in the direction of the camera
position.setY(playerBall->getCenterOfMassPosition().getY() + 1);
btVector3 position = cameraBody->getCenterOfMassPosition() - playerBall->getCenterOfMassPosition(); //gets a vector from the player to the camera
position.normalize();
position *= 5;
position += playerBall->getCenterOfMassPosition(); //is the position 5 units away from the player in the direction of the camera
//prevent the camera from being dragged along on the ground
if (position.getY() < playerBall->getCenterOfMassPosition().getY() + 1)
position.setY(playerBall->getCenterOfMassPosition().getY() + 1);
btVector3 dir = cameraBody->getCenterOfMassPosition() - position;
float str = cameraBody->getInvMass()*50 * dir.length();
cameraBody->applyCentralForce(-dir*str);//scale the force by camera mass
@ -355,7 +356,7 @@ glm::vec3 Physics::getCameraPosition()
return save;
}
glm::vec3 Physics::getCameraToPlayer()//returns a glm::vec3 the goes from the player to the camera
glm::vec3 Physics::getCameraToPlayer()//returns a glm::vec3 the goes from the camera to the player
{
btVector3 origin = playerBall->getCenterOfMassPosition() - cameraBody->getCenterOfMassPosition();
glm::vec3 save(origin.getX(),origin.getY(),origin.getZ());