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  1. Hello! I have problems with creating spectator camera with C++ using this tutorial sphere moving faster then camera, but this is not main problem. I dont understand why, but sphere have the inertia. I mean, when i stop pressing 'w' sphere dont stop movement, just slow down a bit. And also she pushes off from the wall and flies. I cant understand why it hapends! Please, give me advice. There is my code #include "App.h" using namespace Leadwerks; App::App() : window(NULL), context(NULL), world(NULL), camera(NULL) {} App::~App() { delete world; delete window; } Vec3 camRotation; Vec2 centerMouse; Vec2 mouseDef; Vec3 camMovement; Vec3 Temp; float MouseSens; float strafeM; float moveM; float forceM; bool cameraMode; bool App::Start() { // Создание основных коммпонентов window = Window::Create("Learning", 0, 0, 1920, 1080, Window::Titlebar); context = Context::Create(window); world = World::Create(); camera = Camera::Create(); camera->SetPosition(0, 2, 5); light = DirectionalLight::Create(); // Определение переменных MouseSens = 10; strafeM = 0.4; moveM = 0.6; forceM = 1000; centerMouse = Vec2(context->GetWidth() / 2, context->GetHeight() / 2); // Создание спектатора spectator = Model::Sphere(8); spectator->SetPosition(Vec3(0, 8, 0)); spectator->SetScale(Vec3(5, 5, 5)); Shape* spectatorShape = Shape::Sphere(0, 0, 0, 0, 0, 0, 1, 1, 1); spectatorShape = Shape::Sphere(); spectator->SetShape(spectatorShape); spectator->SetMass(1); spectator->SetGravityMode(false); spectatorShape->Release(); cameraMode = false; // Загрузка карты Map::Load("maps/test.map"); window->HideMouse(); return true; } bool App::Loop() { Time::Update(); world->Update(); world->Render(); context->Sync(false); // Возможность закрыть окно if (window->Closed() || window->KeyHit(Key::Escape)) return false; // Переключение между режимами камеры if (window->KeyHit(Key:)) cameraMode = !cameraMode; // Удерживание указателя мыши по центру Vec3 CMP = window->GetMousePosition(); mouseDef.x = CMP.x - centerMouse.x; mouseDef.y = CMP.y - centerMouse.y; window->SetMousePosition(centerMouse.x, centerMouse.y); // Вращение камеры camRotation.x += mouseDef.y / MouseSens; camRotation.y += mouseDef.x / MouseSens; camera->SetRotation(camRotation); //Движение камеры camMovement.x = (window->KeyDown(Key:) - window->KeyDown(Key::A)) * Time::GetSpeed() * strafeM; camMovement.y = (window->KeyDown(Key::E) - window->KeyDown(Key::Q)) * Time::GetSpeed() * strafeM; camMovement.z = (window->KeyDown(Key::W) - window->KeyDown(Key::S)) * Time::GetSpeed() * moveM; if (cameraMode) { camera->SetPosition(spectator->GetPosition()); Vec3 tForce = Transform::Vector(camMovement, camera, 0); spectator->AddForce(camMovement * forceM); } else { camera->Move(camMovement); }; return true; }
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