[Change] Just messing with a few values. Put some space between the other actors.

This commit is contained in:
Allanis 2017-11-19 12:37:19 +00:00
parent f4fe4aafbd
commit 4595e1f643
4 changed files with 9 additions and 8 deletions

View File

@ -190,7 +190,7 @@ void L3D::MainLoop(void) {
player = new Player(ShipType::SLEEK); player = new Player(ShipType::SLEEK);
player->SetLabel("Me"); player->SetLabel("Me");
player->SetFrame(earth_frame); player->SetFrame(earth_frame);
player->SetPosition(vector3d(100, 0, 0)); player->SetPosition(vector3d(0, 0, 8000000.0));
Space::AddBody(player); Space::AddBody(player);
for(int i = 0; i < 4; i++) { for(int i = 0; i < 4; i++) {
@ -199,7 +199,7 @@ void L3D::MainLoop(void) {
snprintf(buf, sizeof(buf), "X%c-0%02d", "A"+i, i); snprintf(buf, sizeof(buf), "X%c-0%02d", "A"+i, i);
body->SetLabel(buf); body->SetLabel(buf);
body->SetFrame(earth_frame); body->SetFrame(earth_frame);
body->SetPosition(vector3d(i*2000, 0, -400)); body->SetPosition(vector3d(i*2000, 0, 8000400));
Space::AddBody(body); Space::AddBody(body);
} }
@ -207,13 +207,13 @@ void L3D::MainLoop(void) {
SpaceStation* body = new SpaceStation(); SpaceStation* body = new SpaceStation();
body->SetLabel("Some Back Country Joint"); body->SetLabel("Some Back Country Joint");
body->SetFrame(earth_frame); body->SetFrame(earth_frame);
body->SetPosition(vector3d(0, 0, 600)); body->SetPosition(vector3d(0, 0, 7999400));
Space::AddBody(body); Space::AddBody(body);
} }
Planet* planet = new Planet(StarSystem::SBody::SUBTYPE_PLANET_INDIGENOUS_LIFE); Planet* planet = new Planet(StarSystem::SBody::SUBTYPE_PLANET_INDIGENOUS_LIFE);
planet->SetLabel("Earth"); planet->SetLabel("Earth");
planet->SetPosition(vector3d(0, 0, -8000000.0)); planet->SetPosition(vector3d(0, 0, 0));
planet->SetFrame(earth_frame); planet->SetFrame(earth_frame);
Space::AddBody(planet); Space::AddBody(planet);

View File

@ -120,7 +120,7 @@ void Ship::TimeStepUpdate(const float timeStep) {
} }
if(m_wheelTransition != 0.0f) { if(m_wheelTransition != 0.0f) {
m_wheelState += m_wheelTransition*timeStep*0.001; m_wheelState += m_wheelTransition*timeStep;
m_wheelState = CLAMP(m_wheelState, 0, 1); m_wheelState = CLAMP(m_wheelState, 0, 1);
if((m_wheelState == 0) || (m_wheelState == 1)) m_wheelTransition = 0; if((m_wheelState == 0) || (m_wheelState == 1)) m_wheelTransition = 0;
} }

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@ -7,7 +7,7 @@ const ShipType ShipType::types[] = {
* Sirius corporation make a range of lovely ships! * Sirius corporation make a range of lovely ships!
*/ */
"Sirius Interdictor", 61, "Sirius Interdictor", 61,
{ 1e8, -1e8, 1e7, -1e6, -1e7, 1e7 }, { 4e8, -4e8, 1e8, -1e8, -1e8, 1e8 },
1e7, 1e7,
{ {
{ vector3f(0, -0.5, 0), vector3f(0, 0, -1) }, { vector3f(0, -0.5, 0), vector3f(0, 0, -1) },

View File

@ -149,17 +149,18 @@ static bool _OnCollision(dGeomID g1, dGeomID g2, Object* o1, Object* o2,
static void nearCallback(void* data, dGeomID oO, dGeomID o1) { static void nearCallback(void* data, dGeomID oO, dGeomID o1) {
/* Create an array of dContact objects to hold the contact joints. */ /* Create an array of dContact objects to hold the contact joints. */
static const int MAX_CONTACTS = 10; static const int MAX_CONTACTS = 20;
dContact contact[MAX_CONTACTS]; dContact contact[MAX_CONTACTS];
for(int i = 0; i < MAX_CONTACTS; i++) { for(int i = 0; i < MAX_CONTACTS; i++) {
contact[i].surface.mode = dContactBounce; contact[i].surface.mode = dContactBounce;
contact[i].surface.mu = 0; contact[i].surface.mu = 0;
contact[i].surface.mu2 = 0; contact[i].surface.mu2 = 0;
contact[i].surface.bounce = 0.5; contact[i].surface.bounce = 0.1;
contact[i].surface.bounce_vel = 0.1; contact[i].surface.bounce_vel = 0.1;
} }
if(int numc = dCollide(oO, o1, MAX_CONTACTS, &contact[0].geom, sizeof(dContact))) { if(int numc = dCollide(oO, o1, MAX_CONTACTS, &contact[0].geom, sizeof(dContact))) {
printf("%d contacts\n", numc);
Object* po1 = static_cast<Object*>(dGeomGetData(oO)); Object* po1 = static_cast<Object*>(dGeomGetData(oO));
Object* po2 = static_cast<Object*>(dGeomGetData(o1)); Object* po2 = static_cast<Object*>(dGeomGetData(o1));
if(!_OnCollision(oO, o1, po1, po2, numc, contact)) return; if(!_OnCollision(oO, o1, po1, po2, numc, contact)) return;