hit camera

This commit is contained in:
jaynus 2015-05-15 10:42:01 -07:00
parent 88b9c425c0
commit c13881c34c

View File

@ -18,21 +18,21 @@ namespace ace {
bool penetration_display::show_hit(const arguments &args, std::string &result) {
std::lock_guard<std::mutex> _lock(_render_lock);
_active_hits.push_back(gamehit::create(args));
gamehit_p _hit = gamehit::create(args);
_active_hits.push_back(_hit);
auto _vehicle = controller::get().vehicles.find(args[0]);
if (_vehicle == controller::get().vehicles.end())
return false;
btVector3 vectorFrom(5, 20, 0);
btVector3 vectorTo = _vehicle->second->bt_object->getWorldTransform().getOrigin();
btVector3 direction = vectorFrom - vectorTo;
btVector3 vectorFrom(5, 5, -10);
XMVECTORF32 eyePos = { vectorFrom.x(), vectorFrom.y(), vectorFrom.z() };
XMVECTORF32 eyeDir = { direction.x(), direction.y(), direction.z() };
XMVECTORF32 eyeDir = { _hit->impactposition.x(), _hit->impactposition.y(), _hit->impactposition.z() };
XMVECTORF32 up = { 0.f, 1.f, 0.f };
XMStoreFloat4x4(&_View, XMMatrixLookAtLH(eyePos, XMVectorZero(), up));
XMStoreFloat4x4(&_View, XMMatrixLookAtLH(eyePos, eyeDir, up));
return true;
}