Fixed some compiler warnings.
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b8c304b229
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fcedb80a89
@ -236,7 +236,7 @@ void Camera::setMode(Mode mode)
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// correct position.
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if((m_mode==CM_REVERSE && mode==CM_NORMAL) || (m_mode==CM_FALLING && mode==CM_NORMAL))
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{
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Vec3 start_offset(0, 1.6, -3);
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Vec3 start_offset(0, 1.6f, -3);
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Vec3 current_position = m_kart->getTrans()(start_offset);
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m_camera->setPosition( current_position.toIrrVector());
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m_camera->setTarget(m_camera->getPosition());
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@ -282,7 +282,7 @@ 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);
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Vec3 start_offset(0, 1.6f, -3);
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Vec3 current_position = m_kart->getTrans()(start_offset);
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m_camera->setPosition( current_position.toIrrVector());
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// Reset the target from the previous target (in case of a restart
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@ -321,9 +321,11 @@ 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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ratio = ratio > -0.12f ? ratio : -0.12f;
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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 camera_offset(camera_distance * sin(skid_angle / 2),
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1.6f * (1 + ratio / 2),
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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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@ -333,7 +335,9 @@ void Camera::smoothMoveCamera(float dt)
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if ((m_kart->getSpeed() > 5 ) || (m_kart->getSpeed() < 0 ))
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{
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current_position += ((wanted_position - current_position) * dt * (m_kart->getSpeed()>0 ? m_kart->getSpeed()/3 + 1.0f : -1 * m_kart->getSpeed() * 1.5 + 2.0f));
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current_position += ((wanted_position - current_position) * dt
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* (m_kart->getSpeed()>0 ? m_kart->getSpeed()/3 + 1.0f
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: -1.5f * m_kart->getSpeed() + 2.0f));
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}
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else
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{
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