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https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-23 17:49:16 +01:00
new curves + boat fix
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5fd8eec42c
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@ -11,7 +11,7 @@ float CCurves::CalcSpeedScaleFactor(CVector* pPoint1, CVector* pPoint2, float di
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if (dp > 0.9f)
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return distance + Abs((pPoint1->x * dir1Y - pPoint1->y * dir1X) - (pPoint2->x * dir1Y - pPoint2->y * dir1X));
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else
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return ((1.0f - dp) * 0.2f + 1.0f) * distance;
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return ((1.0f - dp) * 0.25f + 1.0f) * distance;
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}
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void CCurves::CalcCurvePoint(CVector* pPos1, CVector* pPos2, CVector* pDir1, CVector* pDir2, float between, int32 timeOnCurve, CVector* pOutPos, CVector* pOutDir)
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@ -19,7 +19,21 @@ void CCurves::CalcCurvePoint(CVector* pPos1, CVector* pPos2, CVector* pDir1, CVe
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float actualFactor = CalcSpeedScaleFactor(pPos1, pPos2, pDir1->x, pDir1->y, pDir2->x, pDir2->y);
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CVector2D dir1 = *pDir1 * actualFactor;
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CVector2D dir2 = *pDir2 * actualFactor;
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float curveCoef = 0.5f - 0.5f * Cos(3.1415f * between);
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float t1 = Abs(DotProduct2D(*pPos1 - *pPos2, *pDir1));
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float t2 = Abs(DotProduct2D(*pPos2 - *pPos1, *pDir2));
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float curveCoef;
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if (t1 > t2) {
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if (between < (t1 - t2) / (t1 + t2))
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curveCoef = 0.0f;
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else
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curveCoef = 0.5f - 0.5f * Cos(3.1415f * (t1 + t2) / (2 * t2) * (between - (t1 - t2) / (t1 + t2)));
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}
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else {
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if (2 * t1 / (t1 + t2) < between)
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curveCoef = 1.0f;
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else
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curveCoef = 0.5f - 0.5f * Cos(3.1415f * between * (t1 + t2) / (2 * t1));
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}
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*pOutPos = CVector(
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(pPos1->x + between * dir1.x) * (1.0f - curveCoef) + (pPos2->x - (1 - between) * dir2.x) * curveCoef,
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(pPos1->y + between * dir1.y) * (1.0f - curveCoef) + (pPos2->y - (1 - between) * dir2.y) * curveCoef,
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@ -431,7 +431,7 @@ CBoat::ProcessControl(void)
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speedUp = pHandling->fBrakeDeceleration - m_vecMoveSpeed.z;
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if(speedUp < 0.0f) speedUp = 0.0f;
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float speedFwd = DotProduct(m_vecMoveSpeed, GetForward());
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speedFwd *= -m_nDeltaVolumeUnderWater * 0.01f * pHandling->fTractionLoss;
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speedFwd *= -m_nDeltaVolumeUnderWater * 0.01f * pHandling->fBrakeBias;
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CVector speed = speedFwd*GetForward() + CVector(0.0f, 0.0f, speedUp);
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CVector splashImpulse = speed * m_fMass;
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ApplyMoveForce(splashImpulse);
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