Optimization interne de chunk!
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		| @@ -25,9 +25,13 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool | ||||
| 	static bool jumped = true; | ||||
| 	static int dbljump = 0; // Peut sauter ou dasher tant que la variable est en dessous de 2. | ||||
| 	static float dashtimeout = 0; | ||||
| 	static float gametime = 0; | ||||
| 	static float bobbingtime = 0; | ||||
|  | ||||
| 	if (gametime <= 360.f) gametime += elapsedTime * m_topspeed / 2; else gametime = 0; | ||||
| 	m_direction = Vector3f(cos(m_rotY / 57.2957795056f) * cos(m_rotX / 57.2957795056f), | ||||
| 						   -sin(m_rotX / 57.2957795056f), | ||||
| 						   sin(m_rotY / 57.2957795056f) * cos(m_rotX / 57.2957795056f)); | ||||
|  | ||||
| 	if (bobbingtime <= 360.f) bobbingtime += elapsedTime * m_topspeed / 2; else bobbingtime = 0; | ||||
|  | ||||
| 	if (dashtimeout > 0.f) { | ||||
| 		dash = false; | ||||
| @@ -73,18 +77,16 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool | ||||
| 	} | ||||
|  | ||||
| 	if ((dbljump < 1 && ( left || right || front || back)) ||  | ||||
| 		(dash && !(left || right || front || back)) ) | ||||
| 	{ | ||||
| 		(dash && !(left || right || front || back)) ) { | ||||
| 		yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295... | ||||
| 		xrotrad = (m_rotX / 57.2957795056f); | ||||
| 		if (dash) accWS = m_topspeed; // Pour avoir un boost de vitesse vers l'avant si le dash est appuy<75> seul. | ||||
| 	} | ||||
|  | ||||
| 	// Ajoute l'acc<63>l<EFBFBD>ration de saut et le view bobbing. | ||||
| 	m_velocity.y = accjmp + (sin(gametime) - 0.5f) * ((abs(accWS) + abs(accAD)) / 2.f) / (10.f * m_topspeed); | ||||
| 	m_velocity.y = accjmp + (sin(bobbingtime) - 0.5f) * ((abs(accWS) + abs(accAD)) / 2.f) / (10.f * m_topspeed); | ||||
| 	m_position.y += m_velocity.y; | ||||
|  | ||||
|  | ||||
| 	if (front) { | ||||
| 		if (dbljump == 0) | ||||
| 			if (accWS < m_topspeed) accWS += elapsedTime * 30; else accWS = m_topspeed; | ||||
| @@ -144,13 +146,16 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool | ||||
| 		if (accAD < 1.f && accAD > -1.f) accAD = 0; | ||||
| 	} | ||||
|  | ||||
| 	 | ||||
|  | ||||
| 	// Gestion de si le personnage va en diagonale, qu'il n'aille pas plus vite que s'il allait en ligne droite. | ||||
| 	if ((accWS >= 0.f ? accWS : -accWS + accAD >= 0.f ? accAD : -accAD) > sqrtf(exp2f(m_topspeed) * 2)) { | ||||
| 	if (abs(accAD) + abs(accWS) > sqrtf(exp2f(m_topspeed) * 2)) { | ||||
| 		accWS *= 0.8f; | ||||
| 		accAD *= 0.8f; | ||||
| 	} | ||||
|  | ||||
| 	// Threshold de v<>locit<69>. | ||||
| 	if (abs(m_velocity.x) < 0.02f) m_velocity.x = 0; | ||||
| 	if (abs(m_velocity.y) < 0.02f) m_velocity.y = 0; | ||||
| 	if (abs(m_velocity.z) < 0.02f) m_velocity.z = 0; | ||||
| } | ||||
|  | ||||
| void Player::ApplyTransformation(Transformation& transformation, bool rel) const { | ||||
| @@ -163,6 +168,4 @@ Vector3f Player::GetPosition() const { return m_position; } | ||||
|  | ||||
| Vector3f Player::GetVelocity() const { return m_velocity; } | ||||
|  | ||||
| Vector3f Player::GetDirection() const { return Vector3f(cos(m_rotY / 57.2957795056f) * cos(m_rotX / 57.2957795056f),  | ||||
| 	                                                    -sin(m_rotX / 57.2957795056f) ,  | ||||
| 	                                                    sin(m_rotY / 57.2957795056f) * cos(m_rotX / 57.2957795056f)); } | ||||
| Vector3f Player::GetDirection() const { return m_direction; } | ||||
|   | ||||
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