Hide trees and grass in the path of the car

This commit is contained in:
2019-03-29 10:12:31 +01:00
parent 213ef68757
commit 0f702ea259
3 changed files with 11 additions and 1 deletions

View File

@@ -244,7 +244,7 @@ void step_scene(double timeDelta) {
vec3 o = carNode->position;
o.x += plainNode->uvOffset.x*1000/3;
o.y += plainNode->uvOffset.y*1000/3;
float t = carNode->rotation.z + 3*3.1415926535/2.0;
float t/*heta*/ = carNode->rotation.z + 3*3.1415926535/2.0;
vec3 fr = o + vec3(60*glm::cos(t), 60*glm::sin(t), 0) + vec3(30*glm::sin(t), -30*glm::cos(t), 0);
vec3 fl = o + vec3(60*glm::cos(t), 60*glm::sin(t), 0) - vec3(30*glm::sin(t), -30*glm::cos(t), 0);
@@ -273,6 +273,12 @@ void step_scene(double timeDelta) {
if (node->position.x > 1000.0) node->position.x -= 1000.0;
if (node->position.y > 1000.0) node->position.y -= 1000.0;
//node->position.z = DISPLACEMENT * (t_perlin.at_bilinear(node->position.x*3/1000, node->position.y*3/1000).x * 2 - 1) - 0.5;
// cull objects in the cars path
vec2 PQ = vec2(node->position - carNode->position);
vec2 N = flip(plane_movement)*vec2(1, -1);
float dist_from_path = glm::length(glm::dot(PQ, N)) / glm::length(N);
node->isHidden = dist_from_path < 60;
}
/*