Merge branch 'master' of https://git.epicsparrow.com/epicsparrow/sparrowengine
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commit
2a32596873
@ -51,7 +51,7 @@ void FirstPersonCamera::setUpVector(const glm::vec3 &up)
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computeView();
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}
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const float WALK_SPEED = 0.5f;
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const float WALK_SPEED = 12.f;
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const float PLAYER_RADIUS = 0.30f;
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const float PLAYER_HEIGHT = 1.75f;
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const float EYES_OFFSET = 0.775f;
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@ -133,13 +133,14 @@ void PlayerCharacterNode::update()
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if (m_noclipMode)
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{
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btVector3 dir(moveDir.x, moveDir.y, moveDir.z);
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m_noclip_pos += dir*WALK_SPEED*2.f;
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m_noclip_pos += dir*WALK_SPEED*getEngine().getDeltaTime()*0.004f;
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}
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else
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{
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//TODO: if on ground + space pressed -> jump
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glm::vec2 hPos = glm::normalize(glm::vec2(moveDir.x, moveDir.y));
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m_rigidBody->setLinearVelocity((m_rigidBody->getLinearVelocity() + btVector3(hPos.x, m_rigidBody->getLinearVelocity().getY(), hPos.y)) / 2.f); // smooth movements
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glm::vec2 hPos = glm::normalize(glm::vec2(moveDir.x, moveDir.z))*WALK_SPEED;
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const btVector3 &velocity = m_rigidBody->getLinearVelocity();
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m_rigidBody->setLinearVelocity((velocity + btVector3(hPos.x, velocity.getY(), hPos.y)) / 2.f); // smooth movements
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}
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}
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if(m_noclipMode)
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@ -97,6 +97,10 @@ void generateTerrain(SceneTree *scene, btDiscreteDynamicsWorld *world)
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scene->getRootObject()->addChild(terrainContainer);
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TestGen gen;
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PhongMaterial *mat = new PhongMaterial();
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mat->shininess = 5.f;
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mat->diffuse = glm::vec3(0.1f, 0.4f, 0.2f);
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mat->specular = glm::vec3(0.1f);
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mat->emission = glm::vec3(0.5f, 0.1f, 0.1f);
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for(int x=-6; x<6; ++x)
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for(int y=-3; y<3; ++y)
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@ -6,6 +6,8 @@
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#include "parametricmesh.h"
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#include "phongmaterial.h"
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#include "scene/meshnode.h"
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#include "tools/loader.h"
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#include "texture.h"
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#define PHYSICS_OFFSET 0.05f
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@ -61,8 +63,9 @@ Potator::Potator(PlayerCharacterNode * player,
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m_cubeMesh->addTriangle(id+7, id+5, id+6);
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}
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Image* wood = Loader::loadImage("../data/woodbox.jpg", false);
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PhongMaterial *mat = new PhongMaterial();
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mat->diffuse = glm::vec3(0.6f, 0.2f, 0.3f);
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mat->setTexture(PhongMaterial::DIFFUSE_SLOT, new Texture(wood), "wood_texture");
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mat->specular = glm::vec3(0.3f);
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mat->shininess = 5.f;
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mat->emission = glm::vec3(0.0f);
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@ -78,9 +81,9 @@ Potator::Potator(PlayerCharacterNode * player,
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// creating sphere
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mat = new PhongMaterial();
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mat->diffuse = glm::vec3(0.1f, 0.6f, 0.3f);
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mat->specular = glm::vec3(0.7f);
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mat->shininess = 35.f;
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mat->diffuse = glm::vec3(0.1f);
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mat->specular = glm::vec3(0.9f);
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mat->shininess = 150.f;
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mat->emission = glm::vec3(0.0f);
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SphereGenerator sphereGen;
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