#include "SDL2\SDL.h"
#include "Average.h"
+#define DELTA_CAP 100
+
/*
Übernimmt die FPS berechnungen
*/
float Fps::getDelta() const
{
+
return delta / 1000.f;
}
+float Fps::getCappedDelta() const
+{
+ if (delta > DELTA_CAP)
+ return DELTA_CAP / 1000.f;
+ else
+ return delta / 1000.f;
+}
+
float Fps::getAvDelta() const
{
return av_delta / 1000.f;
/* FrameZeit in Millisekunden */
operator float() const;
+ float getCappedDelta() const;
/* FrameZeit in Millisekunden*/
float getDelta() const;
//Fallen
if (!yStatic)
{
- if (yFloorDist>0 || ySpeed!=0)
+ if (yFloorDist>0)
{
if (ySpeed*deltaT < yFloorDist || ySpeed>0)
move(vec3(0.f, ySpeed*deltaT, 0.f));
else
{
move(vec3(0.f, yFloorDist, 0.f));
- ySpeed = 0; //set to FloorSpeed?
+ // ySpeed = 0; //set to FloorSpeed?
}
ySpeed -= deltaT*YFALL_SPEED;
}
btTransform tmp;
tmp.setFromOpenGLMatrix(value_ptr(modelMat));
bt_collision_object->setWorldTransform(tmp);
- yFloorDist = INFINITY;
+ yFloorDist = 100;
}
void SceneObject::draw() const