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@@ -64,6 +64,8 @@ BtPhysTest::BtPhysTest(bool editor) |
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#if CAT_MODE |
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#if CAT_MODE |
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/* cat datas setup */ |
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/* cat datas setup */ |
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m_cat_texture = Tiler::Register("data/CatsSheet.png", ivec2(0), ivec2(0,1)); |
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m_cat_texture = Tiler::Register("data/CatsSheet.png", ivec2(0), ivec2(0,1)); |
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m_fov_dp = .0f; |
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m_loc_dp = .0f; |
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#endif //CAT_MODE |
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#endif //CAT_MODE |
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/* Register an input controller for the keyboard */ |
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/* Register an input controller for the keyboard */ |
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@@ -250,6 +252,10 @@ BtPhysTest::BtPhysTest(bool editor) |
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{ |
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{ |
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PhysicsObject* new_physobj = new PhysicsObject(m_simulation, 1000.f, |
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PhysicsObject* new_physobj = new PhysicsObject(m_simulation, 1000.f, |
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vec3(-20.f, 15.f, -20.f) + |
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vec3(-20.f, 15.f, -20.f) + |
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#if CAT_MODE |
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vec3(rand(4.f), rand(2.f), rand(4.f)) - |
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vec3(2.f , 1.f , 2.f) + |
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#endif //CAT_MODE |
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vec3(8.f * (float)x, 8.f * (float)y, 8.f * (float)z)); |
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vec3(8.f * (float)x, 8.f * (float)y, 8.f * (float)z)); |
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m_physobj_list.Push(new_physobj, ZERO_TIME); |
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m_physobj_list.Push(new_physobj, ZERO_TIME); |
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Ticker::Ref(new_physobj); |
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Ticker::Ref(new_physobj); |
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@@ -387,8 +393,10 @@ void BtPhysTest::TickGame(float seconds) |
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else |
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else |
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loc_dp = ((m_cam_target == -1)?(.9f):(.5f)); |
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loc_dp = ((m_cam_target == -1)?(.9f):(.5f)); |
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m_camera->SetFov(damp(m_camera->GetFov(), m_camera->GetFov() * fov_ratio * 1.1f, fov_dp, seconds)); |
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vec3 tmp = damp(m_camera->GetTarget(), new_target, loc_dp, seconds); |
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m_fov_dp = damp(m_fov_dp, fov_dp, 0.08f, seconds); |
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m_loc_dp = damp(m_loc_dp, loc_dp, 0.08f, seconds); |
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m_camera->SetFov(damp(m_camera->GetFov(), m_camera->GetFov() * fov_ratio * 1.1f, m_fov_dp, seconds)); |
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vec3 tmp = damp(m_camera->GetTarget(), new_target, m_loc_dp, seconds); |
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m_camera->SetView((mat4::rotate(10.f * seconds, vec3(.0f, 1.f, .0f)) * vec4(m_camera->GetPosition(), 1.0f)).xyz, |
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m_camera->SetView((mat4::rotate(10.f * seconds, vec3(.0f, 1.f, .0f)) * vec4(m_camera->GetPosition(), 1.0f)).xyz, |
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tmp, vec3(0, 1, 0)); |
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tmp, vec3(0, 1, 0)); |
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#endif //USE_BODIES |
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#endif //USE_BODIES |
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