Camera even moved more closer
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4b6ea54704
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@ -287,7 +287,7 @@ void Camera::reset()
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void Camera::setInitialTransform()
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{
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if (m_kart == NULL) return;
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Vec3 start_offset(0, 1.6, -3.5);
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Vec3 start_offset(0, 1.6, -3);
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Vec3 xx = m_kart->getTrans()(start_offset);
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m_camera->setPosition( xx.toIrrVector());
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// Reset the target from the previous target (in case of a restart
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@ -328,7 +328,7 @@ void Camera::smoothMoveCamera(float dt)
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float skid_angle = asin(skid_factor);
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float ratio = (current_speed - max_speed_without_zipper) / max_increase_with_zipper;
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ratio = ratio > -0.12 ? ratio : -0.12;
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float camera_distance = -3.5 * (1 + ratio);// distance of camera from kart in x and z plane
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float camera_distance = -3 * (1 + ratio);// distance of camera from kart in x and z plane
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Vec3 camera_offset(camera_distance * sin(skid_angle / 2), 1.6 * (1 + ratio / 2),camera_distance * cos(skid_angle / 2));// defines how far camera should be from player kart.
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Vec3 m_kart_camera_position_with_offset = m_kart->getTrans()(camera_offset);
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@ -337,7 +337,7 @@ void Camera::smoothMoveCamera(float dt)
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core::vector3df current_target = m_kart->getXYZ().toIrrVector();// next target
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core::vector3df wanted_position = m_kart_camera_position_with_offset.toIrrVector();// new required position of camera
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current_position += ((wanted_position - current_position) * dt * (m_kart->getSpeed()>0 ? m_kart->getSpeed()/3 : -1 * m_kart->getSpeed() * 2 ) );
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current_position += ((wanted_position - current_position) * dt * (m_kart->getSpeed()>0 ? m_kart->getSpeed()/3 : -1 * m_kart->getSpeed() * 1.5 ) );
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if(m_mode!=CM_FALLING)
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m_camera->setPosition(current_position);
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