Improved submarine movement (buoyancy & drag), engine and "navigation terminal", new map, optimized levels (less vertices and physics bodies)

This commit is contained in:
Regalis
2015-06-29 02:00:27 +03:00
parent 9237a9efe2
commit 004608acd8
43 changed files with 1199 additions and 527 deletions
+9 -11
View File
@@ -8,21 +8,19 @@ namespace Subsurface
{
private static double alpha;
public const Category CollisionNone = Category.None;
public const Category CollisionAll = Category.All;
public const Category CollisionWall = Category.Cat1;
public const Category CollisionCharacter = Category.Cat2;
public const Category CollisionPlatform = Category.Cat3;
public const Category CollisionStairs = Category.Cat4;
public const Category CollisionMisc = Category.Cat5;
public const Category CollisionProjectile = Category.Cat6;
public const Category CollisionNone = Category.None;
public const Category CollisionAll = Category.All;
public const Category CollisionWall = Category.Cat1;
public const Category CollisionCharacter = Category.Cat2;
public const Category CollisionPlatform = Category.Cat3;
public const Category CollisionStairs = Category.Cat4;
public const Category CollisionMisc = Category.Cat5;
public const Category CollisionProjectile = Category.Cat6;
public const Category CollisionLevel = Category.Cat7;
public static double accumulator;
public static double step = 1.0f/60.0f;
public static bool updated;
public const float DisplayToSimRation = 100.0f;
public static double Alpha
+1 -1
View File
@@ -297,7 +297,7 @@ namespace Subsurface
{
float nextAngle = body.Rotation + body.AngularVelocity * (float)Physics.step;
float angle = ToolBox.GetShortestAngle(nextAngle, targetRotation);
float angle = MathUtils.GetShortestAngle(nextAngle, targetRotation);
float torque = body.Mass * angle * 60.0f * (force/100.0f);