height maps
parent
144d62a8fe
commit
eafd6fc01e
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@ -44,7 +44,7 @@ GameLib.D3.Game.prototype.update = function(
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for(var w in scene.worlds) {
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for(var w in scene.worlds) {
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var world = scene.worlds[w];
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var world = scene.worlds[w];
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// NOTE: We are calling the step function with a variable timestep!
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// NOTE: We are calling the step function with a variable timestep!
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world.step(dt);
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world.step(fixedDt, dt);
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}
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}
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scene.update(dt);
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scene.update(dt);
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@ -66,6 +66,12 @@ GameLib.D3.Vector3.prototype.copy = function () {
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);
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);
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};
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};
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GameLib.D3.Vector3.prototype.set = function (x, y, z) {
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this.x = x;
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this.y = y;
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this.z = z;
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};
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GameLib.D3.Vector3.prototype.lerp = function ( v, alpha ) {
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GameLib.D3.Vector3.prototype.lerp = function ( v, alpha ) {
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return new GameLib.D3.Vector3(
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return new GameLib.D3.Vector3(
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this.x + ( v.x - this.x ) * alpha,
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this.x + ( v.x - this.x ) * alpha,
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@ -103,8 +103,13 @@ GameLib.D3.World.prototype.addVehicle = function(
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};
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};
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GameLib.D3.World.prototype.step = function(
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GameLib.D3.World.prototype.step = function(
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timeStep
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fixedStep,
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dtStep
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) {
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) {
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this.instance.step(fixedStep, dtStep, 3);
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return;
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// todo: figure out, why this call to internal step is more stable for trimesh collisions.....
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// todo: figure out, why this call to internal step is more stable for trimesh collisions.....
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//this.instance.internalStep(timeStep);
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//this.instance.internalStep(timeStep);
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//return;
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//return;
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