[Add] Set some anim params so engine pulse works. Looks pretty nice.
[Fix] Fixed ambiguois calls to pow().
This commit is contained in:
parent
c80c6b3d17
commit
d0bbe9df73
@ -163,6 +163,11 @@ void Ship::Render(const Frame* camFrame) {
|
|||||||
params.linthrust[0] = m_thrusters[ShipType::THRUSTER_RIGHT] - m_thrusters[ShipType::THRUSTER_LEFT];
|
params.linthrust[0] = m_thrusters[ShipType::THRUSTER_RIGHT] - m_thrusters[ShipType::THRUSTER_LEFT];
|
||||||
params.linthrust[1] = m_thrusters[ShipType::THRUSTER_TOP] - m_thrusters[ShipType::THRUSTER_BOTTOM];
|
params.linthrust[1] = m_thrusters[ShipType::THRUSTER_TOP] - m_thrusters[ShipType::THRUSTER_BOTTOM];
|
||||||
params.linthrust[2] = m_thrusters[ShipType::THRUSTER_REAR] - m_thrusters[ShipType::THRUSTER_FRONT];
|
params.linthrust[2] = m_thrusters[ShipType::THRUSTER_REAR] - m_thrusters[ShipType::THRUSTER_FRONT];
|
||||||
|
params.pAnim[ASRC_SECFRAC] = L3D::GetGameTime();
|
||||||
|
params.pAnim[ASRC_MINFRAC] = L3D::GetGameTime() / 60;
|
||||||
|
params.pAnim[ASRC_HOURFRAC] = L3D::GetGameTime() / 3600.0f;
|
||||||
|
params.pAnim[ASRC_DAYFRAC] = L3D::GetGameTime() / (24*3600.0f);
|
||||||
|
|
||||||
strncpy(params.pText[0], GetLabel().c_str(), sizeof(params.pText));
|
strncpy(params.pText[0], GetLabel().c_str(), sizeof(params.pText));
|
||||||
|
|
||||||
RenderSbreModel(camFrame, stype.sbreModel, ¶ms);
|
RenderSbreModel(camFrame, stype.sbreModel, ¶ms);
|
||||||
|
@ -199,9 +199,9 @@ void SystemView::Draw3D(void) {
|
|||||||
void SystemView::Update(void) {
|
void SystemView::Update(void) {
|
||||||
const float ft = L3D::GetFrameTime();
|
const float ft = L3D::GetFrameTime();
|
||||||
if(L3D::KeyState(SDLK_EQUALS) ||
|
if(L3D::KeyState(SDLK_EQUALS) ||
|
||||||
m_zoomInButton->IsPressed()) m_zoom *= pow(4, ft);
|
m_zoomInButton->IsPressed()) m_zoom *= pow(4.0f, ft);
|
||||||
if(L3D::KeyState(SDLK_MINUS) ||
|
if(L3D::KeyState(SDLK_MINUS) ||
|
||||||
m_zoomOutButton->IsPressed()) m_zoom *= pow(0.25, ft);
|
m_zoomOutButton->IsPressed()) m_zoom *= pow(0.25f, ft);
|
||||||
if(L3D::MouseButtonState(3)) {
|
if(L3D::MouseButtonState(3)) {
|
||||||
int motion[2];
|
int motion[2];
|
||||||
L3D::GetMouseMotion(motion);
|
L3D::GetMouseMotion(motion);
|
||||||
|
Loading…
Reference in New Issue
Block a user