More work on camera smoothness
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@ -96,7 +96,7 @@ void CameraNormal::smoothMoveCamera(float dt)
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ratio = ratio > -0.12f ? ratio : -0.12f;
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ratio = ratio > -0.12f ? ratio : -0.12f;
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// distance of camera from kart in x and z plane
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// distance of camera from kart in x and z plane
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float camera_distance = -2.5f * ratio;
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float camera_distance = -4.0f * ratio;
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if (camera_distance > -2.0f) camera_distance = -2.0f; // don't get too close to the kart
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if (camera_distance > -2.0f) camera_distance = -2.0f; // don't get too close to the kart
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// Defines how far camera should be from player kart.
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// Defines how far camera should be from player kart.
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@ -121,7 +121,7 @@ void CameraNormal::smoothMoveCamera(float dt)
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delta2 = 1;
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delta2 = 1;
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btTransform btt = m_kart->getTrans();
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btTransform btt = m_kart->getTrans();
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m_kart_position = m_kart_position + (btt.getOrigin() - m_kart_position) * delta2;
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m_kart_position = btt.getOrigin();// m_kart_position + (btt.getOrigin() - m_kart_position) * delta2;
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m_kart_rotation = m_kart_rotation.normalized().slerp(btt.getRotation().normalized(), delta2);
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m_kart_rotation = m_kart_rotation.normalized().slerp(btt.getRotation().normalized(), delta2);
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btt.setOrigin(m_kart_position);
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btt.setOrigin(m_kart_position);
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