More race stuff

- Loop track type
- Simple respawn when falling off track
- col limit
This commit is contained in:
RHY3756547 committed 2018-03-25 16:08:09 +01:00
1 parent 4af42625a0
commit 5f89b4518b
4 files changed
+163 -20

No files matched your search

+18 -2
View File
@@ -42,7 +42,14 @@ window.cameraIngame = function(kart) {
camNormal[2] += (kart.kartNormal[2]-camNormal[2])*0.075;
vec3.normalize(camNormal, camNormal);
camAngle += dirDiff(kart.physicalDir+kart.driftOff/2, camAngle)*0.075;
if (kart.physBasis != null) {
var kartA = kart.physicalDir+kart.driftOff/2;
var forward = [Math.sin(kartA), 0, -Math.cos(kartA)];
vec3.transformMat4(forward, forward, kart.physBasis.mat);
camAngle += dirDiff(Math.atan2(forward[0], -forward[2]), camAngle)*0.075;
} else {
camAngle += dirDiff(kart.physicalDir+kart.driftOff/2, camAngle)*0.075;
}
camAngle = fixDir(camAngle);
boostOff += (((kart.boostNorm+kart.boostMT > 0)?5:0) - boostOff)*0.075
@@ -59,7 +66,16 @@ window.cameraIngame = function(kart) {
function buildBasis() {
//order y, x, z
var basis = gramShmidt(camNormal, [Math.cos(camAngle), 0, Math.sin(camAngle)], [Math.sin(camAngle), 0, -Math.cos(camAngle)]);
var kart = thisObj.kart;
var forward = [Math.sin(camAngle), 0, -Math.cos(camAngle)];
var side = [Math.cos(camAngle), 0, Math.sin(camAngle)];
/*
if (kart.physBasis != null) {
vec3.transformMat4(forward, forward, kart.physBasis.mat);
vec3.transformMat4(side, side, kart.physBasis.mat);
}
*/
var basis = gramShmidt(camNormal, side, forward);
var temp = basis[0];
basis[0] = basis[1];
basis[1] = temp; //todo: cleanup