applyAcceleration()
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@ -142,6 +142,7 @@ int camMode = 2;
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long timeB = 0;
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u_long triCount = 0;
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// Prototypes
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// Sin/Cos Table
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@ -155,16 +156,25 @@ int patan(int x, int y);
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//sqrt
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u_int psqrt(u_int n);
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// PSX setup
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void init(void);
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void display(void);
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// Utils
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void LoadTexture(u_long * tim, TIM_IMAGE * tparam);
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int cliptest3(short * v1);
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int lerp(int start, int end, int factor); // FIXME : not working as it should
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SVECTOR SVlerp(SVECTOR start, SVECTOR end, int factor); // FIXME
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// Camera
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void getCameraXZ(int * x, int * z, int actorX, int actorZ, int angle, int distance);
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void applyCamera(CAMERA * cam);
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void setCameraPos(VECTOR pos, SVECTOR rot);
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void LoadTexture(u_long * tim, TIM_IMAGE * tparam);
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int lerp(int start, int end, int factor);
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SVECTOR SVlerp(SVECTOR start, SVECTOR end, int factor);
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// Physics
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VECTOR getCollision(BODY one, BODY two);
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int cliptest3(short * v1);
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void applyAcceleration(BODY * actor);
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void callback();
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int main() {
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@ -441,17 +451,17 @@ int main() {
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if ( *meshes[k]->isRigidBody == 1 ) {
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dt = 1;
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//~ dt = 1;
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VECTOR acceleration = {meshes[k]->body->gForce.vx / meshes[k]->body->mass, meshes[k]->body->gForce.vy / meshes[k]->body->mass, meshes[k]->body->gForce.vz / meshes[k]->body->mass};
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//~ VECTOR acceleration = {meshes[k]->body->gForce.vx / meshes[k]->body->mass, meshes[k]->body->gForce.vy / meshes[k]->body->mass, meshes[k]->body->gForce.vz / meshes[k]->body->mass};
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meshes[k]->body->velocity.vx += acceleration.vx * dt;
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meshes[k]->body->velocity.vy += acceleration.vy * dt;
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meshes[k]->body->velocity.vz += acceleration.vz * dt;
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//~ meshes[k]->body->velocity.vx += acceleration.vx * dt;
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//~ meshes[k]->body->velocity.vy += acceleration.vy * dt;
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//~ meshes[k]->body->velocity.vz += acceleration.vz * dt;
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meshes[k]->body->position.vx += meshes[k]->body->velocity.vx * dt;
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meshes[k]->body->position.vy += meshes[k]->body->velocity.vy * dt;
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meshes[k]->body->position.vz += meshes[k]->body->velocity.vz * dt;
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//~ meshes[k]->body->position.vx += meshes[k]->body->velocity.vx * dt;
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//~ meshes[k]->body->position.vy += meshes[k]->body->velocity.vy * dt;
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//~ meshes[k]->body->position.vz += meshes[k]->body->velocity.vz * dt;
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//~ d1x = (meshes[k]->body->position.vx - meshes[k]->body->max.vx) - (modelgnd_body.position.vx + modelgnd_body.min.vx);
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//~ d1y = (meshes[k]->body->position.vy - meshes[k]->body->min.vy) - (modelgnd_body.position.vy + modelgnd_body.min.vy);
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@ -460,7 +470,7 @@ int main() {
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//~ d2x = (modelgnd_body.position.vx + modelgnd_body.max.vx) - (meshes[k]->body->position.vx + meshes[k]->body->max.vx);
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//~ d2y = (modelgnd_body.position.vy + modelgnd_body.max.vy) - (meshes[k]->body->position.vy + meshes[k]->body->max.vy);
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//~ d2z = (modelgnd_body.position.vz + modelgnd_body.max.vz) - (meshes[k]->body->position.vz + meshes[k]->body->max.vz);
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applyAcceleration(meshes[k]->body);
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VECTOR col;
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@ -1061,8 +1071,21 @@ VECTOR getCollision(BODY one, BODY two){
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}
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void applyAcceleration(BODY * actor){
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short dt = 1;
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VECTOR acceleration = {actor->gForce.vx / actor->mass, actor->gForce.vy / actor->mass, actor->gForce.vz / actor->mass};
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actor->velocity.vx += acceleration.vx * dt;
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actor->velocity.vy += acceleration.vy * dt;
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actor->velocity.vz += acceleration.vz * dt;
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actor->position.vx += actor->velocity.vx * dt;
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actor->position.vy += actor->velocity.vy * dt;
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actor->position.vz += actor->velocity.vz * dt;
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}
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// A few notes on the following code :
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