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Update examples

This commit is contained in:
Miloslav Číž 2019-06-20 21:05:04 +02:00
parent e4f361f26e
commit 973a3ad02c
3 changed files with 8283 additions and 8303 deletions

View file

@ -30,7 +30,10 @@
#define TEXTURE_W 256
#define TEXTURE_H 256
#define MAX_VELOCITY 800
#define MAX_VELOCITY 1000
#define ACCELERATION 700
#define TURN_SPEED 300
#define FRICTION 600
S3L_Model3D models[2];
@ -273,9 +276,9 @@ int main()
uint8_t *state = SDL_GetKeyboardState(NULL);
int16_t step = velocity * frameDiff;
int16_t stepFriction = 300 * frameDiff;
int16_t stepRotation = 200 * frameDiff * S3L_max(0,velocity - 400) / ((float) MAX_VELOCITY);
int16_t stepVelocity = S3L_nonZero(1000 * frameDiff);
int16_t stepFriction = FRICTION * frameDiff;
int16_t stepRotation = TURN_SPEED * frameDiff * S3L_max(0,velocity - 200) / ((float) MAX_VELOCITY);
int16_t stepVelocity = S3L_nonZero(ACCELERATION * frameDiff);
if (stepRotation == 0 && S3L_abs(velocity) >= 200)
stepRotation = 1;
@ -320,7 +323,7 @@ int main()
if (coll == 1)
{
handleCollision(&(models[1].transform.translation),previousCarPos);
friction = 8;
friction = 2;
}
else if (coll == 2)
{
@ -340,7 +343,7 @@ int main()
velocity = S3L_min(0,velocity + stepFriction * friction);
S3L_Unit cameraDistance =
S3L_FRACTIONS_PER_UNIT / 2 + (S3L_abs(velocity) * (S3L_FRACTIONS_PER_UNIT / 2) / MAX_VELOCITY);
S3L_interpolate(S3L_FRACTIONS_PER_UNIT / 2,S3L_FRACTIONS_PER_UNIT,S3L_abs(velocity),MAX_VELOCITY);
scene.camera.transform.translation.x =
scene.models[1].transform.translation.x - (carDirection.x * cameraDistance) / S3L_FRACTIONS_PER_UNIT;

File diff suppressed because it is too large Load diff

View file

@ -496,25 +496,23 @@ int main()
target0 = scene.models[0].transform.translation;
target1 = scene.models[2].transform.translation;
transform0.translation.x = 2 * S3L_FRACTIONS_PER_UNIT;
transform0.translation.y = 4 * S3L_FRACTIONS_PER_UNIT;
transform0.translation.x = -2 * S3L_FRACTIONS_PER_UNIT;
transform0.translation.y = 5 * S3L_FRACTIONS_PER_UNIT;
transform0.translation.z = -14 * S3L_FRACTIONS_PER_UNIT;
S3L_lookAt(target0,&transform0);
transform0.rotation.x = -S3L_FRACTIONS_PER_UNIT / 12;
transform1.rotation.y = S3L_FRACTIONS_PER_UNIT / 8;
transform1.translation.x = 5 * S3L_FRACTIONS_PER_UNIT;
transform1.translation.y = 6 * S3L_FRACTIONS_PER_UNIT;
transform1.translation.z = 3 * S3L_FRACTIONS_PER_UNIT;
transform1.rotation.x = S3L_FRACTIONS_PER_UNIT / 8;
S3L_lookAt(target1,&transform1);
//transform1.rotation.y = -S3L_FRACTIONS_PER_UNIT + transform1.rotation.y;
transform1.rotation.x = transform0.rotation.x;
transform1.rotation.y = transform0.rotation.y;
int frames = 100;
for (int i = 0; i < frames; ++i) // render the frames
for (int i = 0; i < frames; ++i) // render the frames
{
animateWater();