2 * pi, I also messed up

This commit is contained in:
jnmartin84
2025-04-13 11:38:55 -04:00
parent ad74d31e6a
commit a1722d003a
+2 -2
View File
@@ -641,7 +641,7 @@ void ship_resolve_wing_collision(ship_t *self, track_face_t *face, float directi
self->velocity = vec3_sub(self->velocity, vec3_mulf(self->velocity, 0.5));
self->velocity = vec3_add(self->velocity, vec3_mulf(face->normal, 4096.0)); // div by 4096?
float magnitude = (fabsf(angle) * self->speed) * M_PI / 4096.0; // (6 velocity shift, 12 angle shift?)
float magnitude = (fabsf(angle) * self->speed) * 2 * M_PI / 4096.0; // (6 velocity shift, 12 angle shift?)
vec3_t wing_pos;
if (direction > 0) {
@@ -668,7 +668,7 @@ void ship_resolve_nose_collision(ship_t *self, track_face_t *face, float directi
self->velocity = vec3_sub(self->velocity, vec3_mulf(self->velocity, 0.5));
self->velocity = vec3_add(self->velocity, vec3_mulf(face->normal, 4096)); // div by 4096?
float magnitude = ((self->speed * 0.0625) + 400) * M_PI / 4096.0;
float magnitude = ((self->speed * 0.0625) + 400) * 2 * M_PI / 4096.0;
if (direction > 0) {
self->angular_velocity.y += magnitude;
}