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https://github.com/overte-org/overte.git
synced 2025-04-21 19:04:32 +02:00
Increase thrust while holding keys down to allow very fast speeds
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parent
297652a83b
commit
027811e37c
3 changed files with 21 additions and 10 deletions
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@ -2820,7 +2820,7 @@ void Application::displayStats() {
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char avatarStats[200];
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glm::vec3 avatarPos = _myAvatar.getPosition();
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sprintf(avatarStats, "Avatar position: %.3f, %.3f, %.3f, yaw = %.2f", avatarPos.x, avatarPos.y, avatarPos.z, _myAvatar.getBodyYaw());
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sprintf(avatarStats, "Avatar: pos %.3f, %.3f, %.3f, vel %.1f, yaw = %.2f", avatarPos.x, avatarPos.y, avatarPos.z, glm::length(_myAvatar.getVelocity()), _myAvatar.getBodyYaw());
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drawtext(10, statsVerticalOffset + 55, 0.10f, 0, 1.0, 0, avatarStats);
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@ -50,7 +50,8 @@ MyAvatar::MyAvatar(Node* owningNode) :
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_elapsedTimeSinceCollision(0.0f),
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_lastCollisionPosition(0, 0, 0),
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_speedBrakes(false),
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_isThrustOn(false)
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_isThrustOn(false),
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_thrustMultiplier(1.0f)
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{
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for (int i = 0; i < MAX_DRIVE_KEYS; i++) {
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_driveKeys[i] = false;
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@ -210,9 +211,10 @@ void MyAvatar::simulate(float deltaTime, Transmitter* transmitter, float gyroCam
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const float STATIC_FRICTION_STRENGTH = _scale * 20.f;
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applyStaticFriction(deltaTime, _velocity, MAX_STATIC_FRICTION_VELOCITY, STATIC_FRICTION_STRENGTH);
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const float LINEAR_DAMPING_STRENGTH = 1.0f;
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const float LINEAR_DAMPING_STRENGTH = 0.5f;
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const float SPEED_BRAKE_POWER = _scale * 10.0f;
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const float SQUARED_DAMPING_STRENGTH = 0.2f;
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// Note: PER changed squared damping strength to zero
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const float SQUARED_DAMPING_STRENGTH = 0.0f;
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if (_speedBrakes) {
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applyDamping(deltaTime, _velocity, LINEAR_DAMPING_STRENGTH * SPEED_BRAKE_POWER, SQUARED_DAMPING_STRENGTH * SPEED_BRAKE_POWER);
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} else {
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@ -626,15 +628,23 @@ void MyAvatar::updateThrust(float deltaTime, Transmitter * transmitter) {
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const float THRUST_JUMP = 120.f;
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// Add Thrusts from keyboard
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if (_driveKeys[FWD]) {_thrust += _scale * THRUST_MAG_FWD * deltaTime * front;}
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if (_driveKeys[BACK]) {_thrust -= _scale * THRUST_MAG_BACK * deltaTime * front;}
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if (_driveKeys[RIGHT]) {_thrust += _scale * THRUST_MAG_LATERAL * deltaTime * right;}
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if (_driveKeys[LEFT]) {_thrust -= _scale * THRUST_MAG_LATERAL * deltaTime * right;}
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if (_driveKeys[UP]) {_thrust += _scale * THRUST_MAG_UP * deltaTime * up;}
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if (_driveKeys[DOWN]) {_thrust -= _scale * THRUST_MAG_DOWN * deltaTime * up;}
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if (_driveKeys[FWD]) {_thrust += _scale * THRUST_MAG_FWD * _thrustMultiplier * deltaTime * front;}
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if (_driveKeys[BACK]) {_thrust -= _scale * THRUST_MAG_BACK * _thrustMultiplier * deltaTime * front;}
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if (_driveKeys[RIGHT]) {_thrust += _scale * THRUST_MAG_LATERAL * _thrustMultiplier * deltaTime * right;}
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if (_driveKeys[LEFT]) {_thrust -= _scale * THRUST_MAG_LATERAL * _thrustMultiplier * deltaTime * right;}
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if (_driveKeys[UP]) {_thrust += _scale * THRUST_MAG_UP * _thrustMultiplier * deltaTime * up;}
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if (_driveKeys[DOWN]) {_thrust -= _scale * THRUST_MAG_DOWN * _thrustMultiplier * deltaTime * up;}
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if (_driveKeys[ROT_RIGHT]) {_bodyYawDelta -= YAW_MAG * deltaTime;}
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if (_driveKeys[ROT_LEFT]) {_bodyYawDelta += YAW_MAG * deltaTime;}
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// If thrust keys are being held down, slowly increase thrust to allow reaching great speeds
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if (_driveKeys[FWD] || _driveKeys[BACK] || _driveKeys[RIGHT] || _driveKeys[LEFT] || _driveKeys[UP] || _driveKeys[DOWN]) {
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const float THRUST_INCREASE_RATE = 1.0;
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_thrustMultiplier *= 1.f + deltaTime* THRUST_INCREASE_RATE;
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} else {
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_thrustMultiplier = 1.f;
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}
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// Add one time jumping force if requested
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if (_shouldJump) {
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_thrust += _scale * THRUST_JUMP * up;
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@ -71,6 +71,7 @@ public:
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glm::vec3 _lastCollisionPosition;
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bool _speedBrakes;
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bool _isThrustOn;
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float _thrustMultiplier;
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float _collisionRadius;
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// private methods
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