[Fix] Fixed the horrible rotating in external view. Also, the ships almost look badass now!
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caba05d699
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@ -55,6 +55,10 @@ void Player::AITurn(void) {
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int mouseMotion[2];
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int mouseMotion[2];
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float time_step = L3D::GetTimeStep();
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float time_step = L3D::GetTimeStep();
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float ts2 = time_step*time_step;
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float ts2 = time_step*time_step;
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SetAngThrusterState(0, 0.0f);
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SetAngThrusterState(1, 0.0f);
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SetAngThrusterState(2, 0.0f);
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if(time_step == 0) return;
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if(time_step == 0) return;
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if(GetDockedWith()) return;
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if(GetDockedWith()) return;
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@ -105,14 +109,12 @@ void Player::AITurn(void) {
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}
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}
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if(time_step > 10) {
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if(time_step > 10) {
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dBodySetAngularVel(m_body, 0, 0, 0);
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dBodySetAngularVel(m_body, 0, 0, 0);
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SetAngThrusterState(0, 0.0f);
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SetAngThrusterState(1, 0.0f);
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SetAngThrusterState(2, 0.0f);
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}
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}
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if(L3D::GetCamType() == L3D::CAM_EXTERNAL) {
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if(L3D::GetCamType() == L3D::CAM_EXTERNAL) {
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if(L3D::KeyState(SDLK_UP)) m_external_view_rotx -= 1;
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if(L3D::KeyState(SDLK_UP)) m_external_view_rotx -= 1;
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if(L3D::KeyState(SDLK_DOWN)) m_external_view_rotx += 1;
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if(L3D::KeyState(SDLK_DOWN)) m_external_view_rotx += 1;
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if(L3D::KeyState(SDLK_LEFT)) m_external_view_roty -= 1;
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if(L3D::KeyState(SDLK_LEFT)) m_external_view_roty -= 1;
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if(L3D::KeyState(SDLK_RIGHT)) m_external_view_roty += 1;
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if(L3D::KeyState(SDLK_EQUALS)) m_external_view_dist -= 10;
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if(L3D::KeyState(SDLK_EQUALS)) m_external_view_dist -= 10;
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if(L3D::KeyState(SDLK_MINUS)) m_external_view_dist += 10;
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if(L3D::KeyState(SDLK_MINUS)) m_external_view_dist += 10;
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m_external_view_dist = MAX(50, m_external_view_dist);
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m_external_view_dist = MAX(50, m_external_view_dist);
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@ -135,6 +135,6 @@ void Ship::Render(const Frame* camFrame) {
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params.linthrust[2] = m_thrusters[ShipType::THRUSTER_REAR] - m_thrusters[ShipType::THRUSTER_FRONT];
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params.linthrust[2] = m_thrusters[ShipType::THRUSTER_REAR] - m_thrusters[ShipType::THRUSTER_FRONT];
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strncpy(params.pText[0], GetLabel().c_str(), sizeof(params.pText));
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strncpy(params.pText[0], GetLabel().c_str(), sizeof(params.pText));
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RenderSbreModel(camFrame, 13, ¶ms);
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RenderSbreModel(camFrame, 10, ¶ms);
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}
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}
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