mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-17 23:39:18 +02:00
Add ini shakefactor
shakefactor BF RL UD BF - tyl/przod RL - prawo/lewo UD - gora/dol
This commit is contained in:
@@ -7856,9 +7856,9 @@ TDynamicObject::update_shake( double const Timedelta ) {
|
||||
if( iVel > 0.5 ) {
|
||||
// acceleration-driven base shake
|
||||
shakevector += Math3D::vector3(
|
||||
-MoverParameters->AccN * Timedelta * 5.0, // highlight side sway
|
||||
-MoverParameters->AccVert * Timedelta,
|
||||
-MoverParameters->AccSVBased * Timedelta * 1.5); // accent acceleration/deceleration
|
||||
-MoverParameters->AccN * Timedelta * 5.0 * Global.ShakingMultiplierRL, // highlight side sway
|
||||
-MoverParameters->AccVert * Timedelta * Global.ShakingMultiplierUD,
|
||||
-MoverParameters->AccSVBased * Timedelta * 1.5 * Global.ShakingMultiplierBF); // accent acceleration/deceleration
|
||||
}
|
||||
|
||||
auto shake { 1.25 * ShakeSpring.ComputateForces( shakevector, ShakeState.offset ) };
|
||||
|
||||
@@ -211,6 +211,15 @@ global_settings::ConfigParse(cParser &Parser) {
|
||||
{
|
||||
Parser.getTokens();
|
||||
Parser >> MultipleLogs;
|
||||
}
|
||||
else if (token == "shakefactor")
|
||||
{
|
||||
Parser.getTokens();
|
||||
Parser >> ShakingMultiplierBF;
|
||||
Parser.getTokens();
|
||||
Parser >> ShakingMultiplierRL;
|
||||
Parser.getTokens();
|
||||
Parser >> ShakingMultiplierUD;
|
||||
}
|
||||
else if (token == "logs.filter")
|
||||
{
|
||||
|
||||
@@ -117,7 +117,9 @@ struct global_settings {
|
||||
glm::ivec2 window_size; // main window size in platform-specific virtual pixels
|
||||
glm::ivec2 cursor_pos; // cursor position in platform-specific virtual pixels
|
||||
glm::ivec2 fb_size; // main window framebuffer size
|
||||
|
||||
float ShakingMultiplierBF {1.f}; // mnożnik bujania kamera przod/tyl
|
||||
float ShakingMultiplierRL {1.f}; // mnożnik bujania kamera lewo/prawo
|
||||
float ShakingMultiplierUD {1.f}; // mnożnik bujania kamera gora/dol
|
||||
float fDistanceFactor{ 1.f }; // baza do przeliczania odległości dla LoD
|
||||
float targetfps{ 0.0f };
|
||||
bool bFullScreen{ false };
|
||||
|
||||
Reference in New Issue
Block a user