Average rotations
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b181256e58
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2 changed files with 49 additions and 32 deletions
28
renderer.h
28
renderer.h
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@ -98,34 +98,12 @@ void LCR_rendererSetCarTransform(LCR_GameUnit position[3],
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LCR_renderer.carModel->transform.translation.z =
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(position[2] * LCR_RENDERER_UNIT) / LCR_GAME_UNIT;
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// TODO: make a separate function that does the smoothing (updateCarTransform)
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LCR_renderer.carModel->transform.rotation.x =
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_LCR_smoothRotation(LCR_renderer.carModel->transform.rotation.x,
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S3L_wrap((rotation[0] * S3L_F) / LCR_GAME_UNIT,S3L_F),3);
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/*
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LCR_renderer.carModel->transform.rotation.y = S3L_wrap((rotation[1] *
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S3L_F) / LCR_GAME_UNIT,S3L_F); // don't smooth for faster reaction?
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*/
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LCR_renderer.carModel->transform.rotation.y =
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_LCR_smoothRotation(LCR_renderer.carModel->transform.rotation.y,
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S3L_wrap((rotation[1] * S3L_F) / LCR_GAME_UNIT,S3L_F),1);
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LCR_renderer.carModel->transform.rotation.z =
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_LCR_smoothRotation(LCR_renderer.carModel->transform.rotation.z,
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S3L_wrap((rotation[2] * S3L_F) / LCR_GAME_UNIT,S3L_F),3);
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/*
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LCR_renderer.carModel->transform.rotation.x = S3L_wrap((rotation[0] *
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S3L_F) / LCR_GAME_UNIT,S3L_F);
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LCR_renderer.carModel->transform.rotation.y = S3L_wrap((rotation[1] *
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S3L_F) / LCR_GAME_UNIT,S3L_F);
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LCR_renderer.carModel->transform.rotation.z = S3L_wrap((rotation[2] *
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S3L_F) / LCR_GAME_UNIT,S3L_F);
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*/
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}
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void _LCR_pixelFunc3D(S3L_PixelInfo *pixel)
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@ -1184,7 +1162,7 @@ void _LCR_rendererLoadMapChunk(uint8_t chunk, int8_t x, int8_t y, int8_t z)
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/**
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Serves for smoothing out angle change, e.g. that of camera rotation.
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*/
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S3L_Unit _LCR_smoothRotation(S3L_Unit angleOld, S3L_Unit angleNew,
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S3L_Unit _LCR_rendererSmoothRot(S3L_Unit angleOld, S3L_Unit angleNew,
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unsigned int amount)
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{
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/* We have to do the following angle correction -- even if keep angles in
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@ -1428,10 +1406,10 @@ void LCR_rendererCameraFollow(void)
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LCR_renderer.scene.camera.transform.translation.y /= 2;
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LCR_renderer.scene.camera.transform.translation.z /= 2;
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LCR_renderer.scene.camera.transform.rotation.x = _LCR_smoothRotation(
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LCR_renderer.scene.camera.transform.rotation.x = _LCR_rendererSmoothRot(
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transPrev.rotation.x,LCR_renderer.scene.camera.transform.rotation.x,8);
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LCR_renderer.scene.camera.transform.rotation.y = _LCR_smoothRotation(
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LCR_renderer.scene.camera.transform.rotation.y = _LCR_rendererSmoothRot(
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transPrev.rotation.y,LCR_renderer.scene.camera.transform.rotation.y,6);
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#endif
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}
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