camera bug fixed

This commit is contained in:
Patryk Drzewiński 2022-02-11 02:10:57 +01:00
parent ea55cba3a5
commit acd38b28e8

View File

@ -46,10 +46,9 @@ Core::RenderContext bubbleContext;
Core::RenderContext skyboxContext;
Core::RenderContext shipContext;
int oldTimeSinceStart = 300;
int oldTimeSinceStart = 100;
glm::vec3 submarinePos = glm::vec3(0, 5.5f, 0);
glm::vec3 last_submarinePos = glm::vec3(0, 5.5f, 0);
glm::vec3 submarineDir = glm::vec3(0, 0, 1.0f);
float velocity = 0;
float acceleration = 0;
@ -288,10 +287,9 @@ void renderScene()
if (leftClickFlag == false) {
drawObjectTexture(programTexture, submarineContext, glm::translate(submarinePos) * glm::mat4_cast(glm::inverse(rotation)) * glm::rotate(glm::radians(-180.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.03f, 0.05f, 0.03f)), texSubmarine);
last_rotation = rotation;
last_submarinePos = submarinePos;
}
else {
drawObjectTexture(programTexture, submarineContext, glm::translate(last_submarinePos) * glm::mat4_cast(glm::inverse(last_rotation)) * glm::rotate(glm::radians(-180.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.03f, 0.05f, 0.03f)), texSubmarine);
drawObjectTexture(programTexture, submarineContext, glm::translate(submarinePos) * glm::mat4_cast(glm::inverse(last_rotation)) * glm::rotate(glm::radians(-180.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.03f, 0.05f, 0.03f)), texSubmarine);
}
@ -374,7 +372,7 @@ void renderScene()
drawObjectTexture(programTexture, plantContext[ter.chunks[i].plants[j].type], glm::translate(pos)* glm::scale(glm::vec3(0.9f))* glm::scale(glm::vec3(ter.chunks[i].plants[j].size))* glm::rotate(ter.chunks[i].plants[j].rotation, glm::vec3(0, 1, 0)), texPlant[ter.chunks[i].plants[j].type]);
}
else {
ter.chunks[i].plants[j].time = glm::min(ter.chunks[i].plants[j].time + deltaTime / 100, 20.0f);
ter.chunks[i].plants[j].time = glm::min(ter.chunks[i].plants[j].time + deltaTime / 100, 18.0f);
drawObjectTexture(programTexture, plantContext[ter.chunks[i].plants[j].type], glm::translate(ter.chunks[i].plants[j].pos)* glm::scale(glm::vec3(0.9f))* glm::scale(glm::vec3(ter.chunks[i].plants[j].size))* glm::rotate(ter.chunks[i].plants[j].rotation, glm::vec3(0, 1, 0)), texPlant[ter.chunks[i].plants[j].type]);
}