add bounce back and easing fuction for tilting spaceship

This commit is contained in:
Wiktoria Grzesik 2024-01-27 21:02:14 +01:00
parent 59b56b9798
commit c929abb6af

View File

@ -15,6 +15,7 @@
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <string>
#include <cmath>
#include "SOIL/SOIL.h"
namespace texture {
@ -82,9 +83,13 @@ float aspectRatio = 1.f;
unsigned int textureID;
float tiltAngle=0;
//= glm::radians(0.0f); // K¹t przechylenia statku
double easeInExpo(double x) {
return pow(2, 10 * x - 10);
}
glm::mat4 createCameraMatrix()
{
glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir,glm::vec3(0.f,1.f,0.f)));
@ -240,9 +245,8 @@ void renderScene(GLFWwindow* window)
});
drawObjectTexture(shipContext,
glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::rotate(glm::mat4(), tiltAngle * glm::radians(30.f), glm::vec3(0, 0, 1)) * glm::scale(glm::vec3(0.1f)),
glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::rotate(glm::mat4(), tiltAngle * glm::radians(30.0f), glm::vec3(0, 0, 1)) * glm::scale(glm::vec3(0.1f)),
texture::ship, texture::shipNormal
);
//drawObjectTexture(shipContext,
@ -413,6 +417,8 @@ void mouseCallback(GLFWwindow* window, double xpos, double ypos) {
spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir));*/
}
//obsluga wejscia
void processInput(GLFWwindow* window)
{
@ -421,7 +427,7 @@ void processInput(GLFWwindow* window)
float angleSpeed = 0.005f;
float moveSpeed = 0.005f;
double x = 0.002;
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
@ -442,11 +448,22 @@ void processInput(GLFWwindow* window)
spaceshipPos -= spaceshipUp * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
spaceshipDir = glm::vec3(glm::eulerAngleY(angleSpeed) * glm::vec4(spaceshipDir, 0));
tiltAngle -= 0.05;
tiltAngle -= easeInExpo(x);
} else {
if (tiltAngle < 0) {
tiltAngle += 0.0005;
}
}
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
spaceshipDir = glm::vec3(glm::eulerAngleY(-angleSpeed) * glm::vec4(spaceshipDir, 0));
tiltAngle += 0.05;
tiltAngle += easeInExpo(-x);
} else {
if (tiltAngle > 0) {
tiltAngle -= 0.0005;
}
}
if (glfwGetKey(window, GLFW_KEY_G) == GLFW_PRESS)
START_AS = true;
@ -458,6 +475,9 @@ void processInput(GLFWwindow* window)
tiltAngle = fmaxf(-1, fminf(1, tiltAngle));
// dodaæ else, ¿e jak klawisz A/D nie wciœniêty to siê prostuje
//niech ta funkcja easinexpo zadzia³a pls
//cameraDir = glm::normalize(-cameraPos);