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boat driving force

This commit is contained in:
Daniel Evans 2014-06-14 20:11:53 +01:00
parent d437e9697e
commit bec157c598
2 changed files with 15 additions and 4 deletions

View File

@ -183,6 +183,17 @@ void VehicleObject::tick(float dt)
}
}
if( vehicle->type == VehicleData::BOAT ) {
if( isInWater() ) {
btVector3 localSteer = btVector3(info->handling.dimensions.x * steerAngle, 0.f, 0.f)
.rotate(physBody->getOrientation().getAxis(), physBody->getOrientation().getAngle());
physBody->applyForce(
physVehicle->getForwardVector() * engineForce * 100.f,
localSteer);
}
physBody->setDamping(0.2f, 0.6f);
}
auto ws = getPosition();
auto wX = (int) ((ws.x + WATER_WORLD_SIZE/2.f) / (WATER_WORLD_SIZE/WATER_HQ_DATA_SIZE));
auto wY = (int) ((ws.y + WATER_WORLD_SIZE/2.f) / (WATER_WORLD_SIZE/WATER_HQ_DATA_SIZE));
@ -221,12 +232,12 @@ void VehicleObject::tick(float dt)
if( vehicle->type != VehicleData::BOAT ) {
// dimensions.z doesn't quite fite, so divide by 120 instead of 100.
oZ = (info->handling.dimensions.z / 2.f) - (info->handling.dimensions.z * (info->handling.percentSubmerged/120.f));
}
auto vFwd = getRotation() * glm::vec3(0.f, info->handling.dimensions.y/2.f, 0.f);
auto vRt = getRotation() * glm::vec3(info->handling.dimensions.x/2.f, 0.f, 0.f);
// Damper motion
physBody->setDamping(0.95f, 0.9f);
}
auto vFwd = getRotation() * glm::vec3(0.f, info->handling.dimensions.y/2.f, 0.f);
auto vRt = getRotation() * glm::vec3(info->handling.dimensions.x/2.f, 0.f, 0.f);
applyWaterFloat( vFwd, oZ);
applyWaterFloat(-vFwd, oZ);

View File

@ -18,7 +18,7 @@ IngameState::IngameState()
auto spawnPos = glm::vec3( -1000.f, -1000.f, 14.f );
for( auto& vi : getWorld()->vehicleTypes ) {
auto sp = spawnPos;
if(vi.first == 120) sp = { -1000.f, -1050.f, 5.f };
if(vi.first == 120) sp = { -1000.f, -1040.f, 5.f };
auto v = getWorld()->createVehicle(vi.first, sp, glm::quat());
spawnPos -= glm::vec3( 2.f + v->info->handling.dimensions.x, 0.f, 0.f);
if( ++j > 33 ) break;