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gun buildings fall on creation, dice stops correctly
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parent
f4695643e3
commit
b7f0be761c
3 changed files with 10 additions and 6 deletions
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@ -282,7 +282,7 @@ function makePlatform(gravity, scale, size) {
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z: pos.z - (separation * size / 2.0) + z * separation },
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dimensions: dimensions,
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color: { red: Math.random() * 255, green: Math.random() * 255, blue: Math.random() * 255 },
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velocity: { x: 0, y: 0, z: 0 },
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velocity: { x: 0, y: 0.05, z: 0 },
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gravity: { x: 0, y: gravity, z: 0 },
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lifetime: TARGET_LIFE,
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damping: 0.1,
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@ -297,7 +297,7 @@ function makePlatform(gravity, scale, size) {
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type: "Box",
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position: { x: pos.x, y: pos.y - separation / 2.0, z: pos.z },
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dimensions: { x: 2.0 * separation * size, y: separation / 2.0, z: 2.0 * separation * size },
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color: { red: 128, green: 128, blue: 128 },
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color: { red: 100, green: 100, blue: 100 },
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lifetime: TARGET_LIFE
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});
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@ -92,7 +92,7 @@ function mousePressEvent(event) {
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var clickedText = false;
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var clickedOverlay = Overlays.getOverlayAtPoint({x: event.x, y: event.y});
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if (clickedOverlay == offButton) {
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deleteDice();
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Script.stop();
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} else if (clickedOverlay == diceButton) {
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var HOW_HARD = 2.0;
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var position = Vec3.sum(Camera.getPosition(), Quat.getFront(Camera.getOrientation()));
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@ -212,6 +212,9 @@ btVector3 CharacterController::perpindicularComponent(const btVector3& direction
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}
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const btVector3 LOCAL_UP_AXIS(0.0f, 1.0f, 0.0f);
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const float DEFAULT_GRAVITY = 3.5f;
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const float TERMINAL_VELOCITY = 55.0f;
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const float JUMP_SPEED = 2.5f;
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CharacterController::CharacterController(AvatarData* avatarData) {
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assert(avatarData);
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@ -226,9 +229,9 @@ CharacterController::CharacterController(AvatarData* avatarData) {
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_velocityTimeInterval = 0.0f;
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_verticalVelocity = 0.0f;
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_verticalOffset = 0.0f;
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_gravity = 5.0f; // slower than Earth's
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_maxFallSpeed = 55.0f; // Terminal velocity of a sky diver in m/s.
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_jumpSpeed = 5.0f;
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_gravity = DEFAULT_GRAVITY; // slower than Earth's
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_maxFallSpeed = TERMINAL_VELOCITY; // Terminal velocity of a sky diver in m/s.
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_jumpSpeed = JUMP_SPEED;
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_isOnGround = false;
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_isJumping = false;
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_isHovering = true;
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@ -343,6 +346,7 @@ bool CharacterController::recoverFromPenetration(btCollisionWorld* collisionWorl
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return penetration;
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}
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void CharacterController::scanDown(btCollisionWorld* world) {
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// we test with downward raycast and if we don't find floor close enough then turn on "hover"
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btKinematicClosestNotMeRayResultCallback callback(_ghostObject);
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