Cleanup
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@@ -17,7 +17,6 @@ add_executable(SDL3D src/main.cpp
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src/types/skybox.h
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src/types/moby.h
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src/types/animationSequence.h
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src/engine/math.h
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)
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find_package(OpenGL)
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@@ -1,16 +0,0 @@
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#pragma once
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#include <cmath>
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#include "../types/vector3.h"
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namespace math {
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float distance(Position sP, Position eP) {
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return sqrt(pow(eP.x - sP.x, 2) + pow(eP.y - sP.y, 2) + pow(eP.z - sP.z, 2));
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}
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Angle calcAngle(Position sP, Position eP) {
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Angle returned;
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returned.x = -(asinf((eP.y - sP.y) / distance(sP, eP)) * 180.0f / M_PI);
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returned.y = (atan2f(eP.x - sP.x,eP.z - sP.z) / M_PI * 180.0f);
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return returned;
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}
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}
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@@ -2,7 +2,6 @@
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#include "moby.h"
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#include "player.h"
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#include "../engine/engine.h"
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#include "../engine/math.h"
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#include <glm/glm.hpp>
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#include "entityList.h"
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@@ -35,11 +34,11 @@ public:
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this->cameraMode = CameraMode::THIRD_PERSON;
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if (cameraMode == CameraMode::THIRD_PERSON) {
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std::cout << "Calculated Pitch: " << math::calcAngle(position,getPlayer()->position).x << " Calculated Yaw: " << math::calcAngle(position,getPlayer()->position).y << std::endl;
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std::cout << "Calculated Pitch: " << VectorMath::calcAngle(position,getPlayer()->position).x << " Calculated Yaw: " << VectorMath::calcAngle(position,getPlayer()->position).y << std::endl;
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this->position = getPlayer()->cameraPoint(2);
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this->position.y += 0.5;
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this->angle.x = math::calcAngle(position,getPlayer()->position).x;
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this->angle.y = math::calcAngle(position,getPlayer()->position).y;
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this->angle.x = VectorMath::calcAngle(position,getPlayer()->position).x;
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this->angle.y = VectorMath::calcAngle(position,getPlayer()->position).y;
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}
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//if (engine->frameCount == 5000)
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@@ -17,6 +17,7 @@ public:
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//These will be declared in each type of entity and not in the base entity because
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//It'll be different for each one.
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//The "camera point" is the position the camera will want to be while following the player.
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Position cameraPoint (float distance) {
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Position behindPosition = this->position;
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Angle reverseDirection = this->bAngle();
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@@ -69,4 +69,18 @@ public:
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float distanceFrom(Position p) {
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return sqrt(pow(this->x - p.x, 2) + pow(this->y - p.y, 2) + pow(this->z - p.z, 2));
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}
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};
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};
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namespace VectorMath {
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float distance(Position sP, Position eP) {
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return sqrt(pow(eP.x - sP.x, 2) + pow(eP.y - sP.y, 2) + pow(eP.z - sP.z, 2));
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}
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//Basically an aimbot.
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Angle calcAngle(Position sP, Position eP) {
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//returned.x = -(asinf((eP.y - sP.y) / distance(sP, eP)) * 180.0f / M_PI);
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//returned.y = (atan2f(eP.x - sP.x,eP.z - sP.z) / M_PI * 180.0f);
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return {static_cast<float>((-(asinf((eP.y - sP.y) / distance(sP, eP)) * 180.0f / M_PI))),static_cast<float>((atan2f(eP.x - sP.x,eP.z - sP.z) / M_PI * 180.0f)),0};
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}
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}
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