WIP crisper camera controls (fix slow acceleration (space+movement))
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parent
35d9f0b4fd
commit
bb95469f44
15
src/actor.rs
15
src/actor.rs
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@ -842,8 +842,9 @@ fn handle_wants_acceleration(
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if accel.brake {
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if accel.brake {
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if let Some(target_v) = closest_map.get(&entity) {
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if let Some(target_v) = closest_map.get(&entity) {
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let stop_direction = (*target_v - v.0).as_vec3();
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let stop_direction = (*target_v - v.0).as_vec3();
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delta_v = (trans.rotation.inverse() * stop_direction).as_dvec3();
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if stop_direction.length_squared() > 0.003 {
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if delta_v.length_squared() > 0.003 {
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delta_v =
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(trans.rotation.inverse() * stop_direction.normalize()).as_dvec3();
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engine.currently_matching_velocity = true;
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engine.currently_matching_velocity = true;
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thruster_on = true;
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thruster_on = true;
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}
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}
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@ -852,7 +853,8 @@ fn handle_wants_acceleration(
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if accel.direction != DVec3::ZERO {
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if accel.direction != DVec3::ZERO {
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// Player is pressing AWSD keys
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// Player is pressing AWSD keys
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delta_v += accel.direction;
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let brake_factor = if accel.brake { 1.10 } else { 1.0 };
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delta_v += accel.direction.normalize() * brake_factor;
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} else if accel.brake {
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} else if accel.brake {
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// Player is only pressing space
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// Player is only pressing space
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allow_fullstop = true;
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allow_fullstop = true;
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@ -877,8 +879,9 @@ fn handle_wants_acceleration(
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* ENGINE_SPEED_FACTOR as f64
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* ENGINE_SPEED_FACTOR as f64
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* engine.current_boost_factor;
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* engine.current_boost_factor;
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let final_accel =
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let final_accel = (trans.rotation
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(trans.rotation * (delta_v.normalize() * engine_factor).as_vec3() * dt)
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* (delta_v.clamp_length_max(1.0) * engine_factor).as_vec3()
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* dt)
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.as_dvec3();
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.as_dvec3();
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// Apply acceleration to velocity
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// Apply acceleration to velocity
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@ -901,7 +904,7 @@ fn handle_wants_acceleration(
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// Visual effect
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// Visual effect
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if engine.engine_type == EngineType::Monopropellant {
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if engine.engine_type == EngineType::Monopropellant {
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let thruster_direction = delta_v.normalize();
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let thruster_direction = final_accel.normalize();
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let thruster_pos = pos.0 - 0.3 * thruster_direction;
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let thruster_pos = pos.0 - 0.3 * thruster_direction;
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let thruster_v = v.0 - boost * 5.0 * thruster_direction;
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let thruster_v = v.0 - boost * 5.0 * thruster_direction;
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ew_effect.send(visual::SpawnEffectEvent {
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ew_effect.send(visual::SpawnEffectEvent {
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