Licar/racing.h

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#ifndef _LCR_RACING_H
#define _LCR_RACING_H
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/**
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Racing module: implements the racing physics and logic as well as replays and
other related things.
Some comments:
- Replays are internally stored as follows: the replay consists of 16 bit
words representing changes in input at specific frame. In lowest 4 bits the
new input state is recorded, the remaining 12 bits record physics frame
offset against the previous input change. If the 12 bits don't suffice
because the offset is too big (input didn't change for more than 2^12
frames), there must simply be inserted an extra word that just copies the
current input state.
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- Replay text format: first there is the name of the map terminated by ';',
then hexadecimal hash of the map follows (exactly 8 characters), then
blank character follows, then achieved time as a series of decimal digits
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expressing the number of milliseconds, then the replay data, i.e. the series
of 16 bit words in hexadecimal, each preceded by ':'. The events (but
nothing else) may otherwise be preceeded or followed by other characters
(possible comments). All hexadecimal letters must be lowercase. The word
00000000 may optinally be used to terminate the replay, the rest of the
string will be ignored.
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*/
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typedef int32_t LCR_GameUnit; ///< abstract game unit
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#define LCR_GAME_UNIT 1024 ///< length of map square in LCR_GameUnits
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#define LCR_RACING_INPUT_FORW 0x01
#define LCR_RACING_INPUT_RIGHT 0x02
#define LCR_RACING_INPUT_BACK 0x04
#define LCR_RACING_INPUT_LEFT 0x08
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#define LCR_RACING_EVENT_CP_TAKEN 0x0001
#define LCR_RACING_EVENT_FINISHED 0x0002
#define LCR_RACING_EVENT_CRASH_SMALL 0x0004
#define LCR_RACING_EVENT_CRASH_BIG 0x0008
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#define LCR_PHYSICS_UNIT 4096 ///< len. of square for phys. engine
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#define TPE_RESHAPE_TENSION_LIMIT 3
#define TPE_RESHAPE_ITERATIONS 8
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#include "general.h"
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#include "map.h"
#include "tinyphysicsengine.h"
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// TODO: move some of this to constants?
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#define LCR_GRAVITY (LCR_PHYSICS_UNIT / 160)
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#define LCR_FAN_FORCE 3
#define LCR_FAN_FORCE_DECREASE 6
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#define LCR_CAR_FORWARD_FRICTION (TPE_F / 180)
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#define LCR_CAR_AIR_FRICTION 32
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#define LCR_CAR_STAND_FRICTION_MULTIPLIER 32
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#define LCR_CAR_STEER_FRICTION (TPE_F)
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#define LCR_CAR_ELASTICITY (TPE_F / 150)
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#define LCR_CAR_ACCELERATION (LCR_PHYSICS_UNIT / 19)
#define LCR_CAR_STEER_SPEED (LCR_GAME_UNIT / 17)
#define LCR_CAR_STEER_MAX (LCR_GAME_UNIT / 2)
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#define LCR_CAR_DRIFT_THRESHOLD_1 (LCR_GAME_UNIT / 4)
#define LCR_CAR_DRIFT_THRESHOLD_0 (LCR_GAME_UNIT / 200)
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#define LCR_CAR_CRASH_SPEED_DIFF 25
#define LCR_CAR_CRASH_SPEED_THRESHOLD 70
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// multipliers (in 8ths) of friction and acceleration on concrete:
#define LCR_CAR_GRASS_FACTOR 5
#define LCR_CAR_DIRT_FACTOR 3
#define LCR_CAR_ICE_FACTOR 1
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#define LCR_CAR_DRIFT_FACTOR 2 ///< only affects steering friction
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#define LCR_CAR_JOINTS 5
#define LCR_CAR_CONNECTIONS 10
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#define LCR_REPLAY_EVENT_END 0xff ///< special event fed to replay at the end
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struct
{
TPE_World physicsWorld;
TPE_Body carBody;
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TPE_Joint carJoints[LCR_CAR_JOINTS];
TPE_Connection carConnections[LCR_CAR_CONNECTIONS];
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uint32_t tick;
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uint8_t wheelCollisions; /**< In individual bits records for each car wheel
whether it's currently touching the ground.
Lower bits record current collisions, higher
bits the previous state (for averaging). */
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TPE_Vec3 carPositions[2]; ///< Current and previous position in game units.
TPE_Vec3 carRotations[2]; ///< Current and previous rotation in game units.
uint8_t carDrifting; ///< Whether or not the car is currently in drift.
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TPE_Unit fanForce; ///< Upwards acceleration caused by a fan.
LCR_GameUnit wheelAngle; ///< Current wheel angle, 0 to LCR_GAME_UNIT.
LCR_GameUnit wheelSteer; ///< Left/right steer, LCR_CAR_STEER_MAX bounds.
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LCR_GameUnit carSpeeds[2]; /**< Signed speed in game units per tick (negative
if backwards) and its previous value. */
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// for fixing physics bugs:
TPE_Vec3 carOKPositions[LCR_CAR_JOINTS];
uint8_t carNotOKCount;
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uint8_t playingReplay;
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} LCR_racing;
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struct
{
uint16_t eventCount;
uint16_t events[LCR_SETTING_REPLAY_MAX_SIZE];
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// for playing
uint16_t currentEvent;
uint16_t currentFrame;
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uint32_t achievedTime;
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} LCR_replay;
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/**
Gets times of the run in milliseconds.
*/
uint32_t LCR_racingGetRunTimeMS()
{
return LCR_racing.tick * LCR_RACING_TICK_MS;
}
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TPE_Vec3 _LCR_TPE_vec3DividePlain(TPE_Vec3 v, TPE_Unit d)
{
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v.x /= d; v.y /= d; v.z /= d;
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return v;
}
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/**
Initializes replay for recording.
*/
void LCR_replayInitRecording(void)
{
LCR_LOG1("initializing replay recording");
LCR_replay.eventCount = 0;
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LCR_replay.achievedTime = 0;
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}
void LCR_replayInitPlaying(void)
{
LCR_LOG1("initializing replay playing");
LCR_replay.currentEvent = 0;
LCR_replay.currentFrame = 0;
}
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/**
Outputs current replay using provided character printing function. The string
will be zero terminated.
*/
void LCR_replayOutputStr(void (*printChar)(char))
{
LCR_LOG1("outputting replay");
const char *s = LCR_currentMap.name;
while (*s)
{
printChar(*s);
s++;
}
printChar(';');
uint32_t hash = LCR_currentMap.hash;
for (int i = 0; i < 8; ++i)
{
printChar(_LCR_hexDigit(hash % 16));
hash /= 16;
}
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printChar(' ');
// 8 decimal digits are enough to record 24 hours
#define PUTD(order) printChar('0' + (LCR_replay.achievedTime / order) % 10);
PUTD(10000000) PUTD(1000000) PUTD(100000) PUTD(10000)
PUTD(1000) PUTD(100) PUTD(10) PUTD(1)
#undef PUTD
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for (int i = 0; i < LCR_replay.eventCount; ++i)
{
uint16_t e = LCR_replay.events[i];
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printChar(':');
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for (int j = 0; j < 4; ++j)
{
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printChar(_LCR_hexDigit((e >> 12) & 0x0f));
e <<= 4;
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}
}
printChar('\n');
}
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/**
Reads replay from string using provided function that returns next character
in the string. Returns 1 on success, else 0.
*/
int LCR_replayLoadFromStr(char (*nextChar)(void))
{
char c = ' ';
LCR_replay.eventCount = 0;
LCR_replay.achievedTime = 0;
do // map name
{
c = nextChar();
if (c == 0)
return 0;
} while (c != ';');
for (int i = 0; i < 8; ++i) // hash
if (_LCR_hexDigitVal(nextChar()) < 0)
return 0;
nextChar();
while (1) // time
{
c = nextChar();
if (c < '0' || c > '9')
break;
LCR_replay.achievedTime = LCR_replay.achievedTime * 10 + c - '0';
}
while (c != 0) // events
{
if (c == ':')
{
uint16_t e = 0;
for (int i = 0; i < 4; ++i)
e = (e << 4) | _LCR_hexDigitVal(nextChar());
if (e == 0)
break;
if (LCR_replay.eventCount >= LCR_SETTING_REPLAY_MAX_SIZE)
return 0;
LCR_replay.events[LCR_replay.eventCount] = e;
LCR_replay.eventCount++;
}
c = nextChar();
}
return 1;
}
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/**
During playing of a replay returns the next input and shifts to next frame.
*/
uint8_t LCR_replayGetNextInput(void)
{
if (LCR_replay.currentEvent >= LCR_replay.eventCount)
return 0;
if (LCR_replay.currentFrame ==
(LCR_replay.events[LCR_replay.currentEvent] >> 4))
{
LCR_replay.currentEvent++;
LCR_replay.currentFrame = 0;
}
LCR_replay.currentFrame++;
return LCR_replay.currentEvent ?
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(LCR_replay.events[LCR_replay.currentEvent - 1] & 0x0f) : 0;
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}
int LCR_replayHasFinished(void)
{
return LCR_replay.currentEvent >= LCR_replay.eventCount;
}
/**
Records another input event. Returns 1 on success, or 0 if the event couldn't
be recorded. The event is only added if necessary, i.e. this function can
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(and must) be called every frame without worrying about inflating its size.
When the run ends, the LCR_REPLAY_EVENT_END has to be fed!
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*/
int LCR_replayRecordEvent(uint32_t frame, uint8_t input)
{
LCR_LOG2("recording replay event");
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if (LCR_replay.achievedTime)
return 1; // already finished
if (input == LCR_REPLAY_EVENT_END)
{
LCR_replay.achievedTime = frame;
LCR_LOG1("replay recording finished");
return 1;
}
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#if LCR_SETTING_REPLAY_MAX_SIZE > 0
uint8_t previousInput = 0;
uint32_t previousFrame = 0;
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for (int i = 0; i < LCR_replay.eventCount; ++i)
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{
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previousInput = LCR_replay.events[i] & 0x0f;
previousFrame += LCR_replay.events[i] >> 4;
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}
if (input == previousInput)
return 1;
if (frame < previousFrame)
return 0;
frame -= previousFrame; // convert to offset
while (frame > 4095 && LCR_replay.eventCount < LCR_SETTING_REPLAY_MAX_SIZE)
{
// add intermediate events
frame -= 4095;
previousFrame += 4095;
LCR_replay.events[LCR_replay.eventCount] =
(previousFrame << 4) | previousInput;
LCR_replay.eventCount++;
}
if (LCR_replay.eventCount >= LCR_SETTING_REPLAY_MAX_SIZE)
return 0;
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LCR_replay.events[LCR_replay.eventCount] = (frame << 4) | (input & 0x0f);
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LCR_replay.eventCount++;
#endif
return 1;
}
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/**
Helper function for _LCR_racingEnvironmentFunction, returns closest point
on a map block placed at coordinate origin.
*/
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TPE_Vec3 _LCR_racingBlockEnvFunc(TPE_Vec3 point, const uint8_t *block)
{
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TPE_Vec3 v, vBest;
TPE_Unit d, dBest = TPE_INFINITY;
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uint8_t bx, by, bz;
LCR_mapBlockGetCoords(block,&bx,&by,&bz);
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TPE_Vec3 blockOffset = TPE_vec3(
(((int) bx) - LCR_MAP_SIZE_BLOCKS / 2) * LCR_PHYSICS_UNIT,
(((int) by) - LCR_MAP_SIZE_BLOCKS / 2) * (LCR_PHYSICS_UNIT / 2),
(((int) bz) - LCR_MAP_SIZE_BLOCKS / 2) * LCR_PHYSICS_UNIT);
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point = TPE_vec3Minus(point,blockOffset); // shift to origin
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uint8_t transform =
LCR_mapBlockOppositeTransform(LCR_mapBlockGetTransform(block));
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LCR_TRANSFORM_COORDS(transform,point.x,point.y,point.z,LCR_PHYSICS_UNIT,
(LCR_PHYSICS_UNIT / 2))
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point = TPE_vec3Minus(point,
TPE_vec3(LCR_PHYSICS_UNIT / 2,LCR_PHYSICS_UNIT / 4,LCR_PHYSICS_UNIT / 2));
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switch (block[0])
{
case LCR_BLOCK_FULL:
case LCR_BLOCK_BOTTOM:
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case LCR_BLOCK_BOTTOM_ACCEL:
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case LCR_BLOCK_LEFT:
case LCR_BLOCK_BOTTOM_LEFT:
case LCR_BLOCK_BOTTOM_LEFT_FRONT:
case LCR_BLOCK_FULL_ACCEL:
case LCR_BLOCK_FULL_FAN:
{
TPE_Vec3
offset = TPE_vec3(0,0,0),
size = TPE_vec3(LCR_PHYSICS_UNIT / 2,LCR_PHYSICS_UNIT / 4,
LCR_PHYSICS_UNIT / 2);
if (block[0] == LCR_BLOCK_BOTTOM ||
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block[0] == LCR_BLOCK_BOTTOM_ACCEL ||
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block[0] == LCR_BLOCK_BOTTOM_LEFT ||
block[0] == LCR_BLOCK_BOTTOM_LEFT_FRONT)
{
offset.y -= LCR_PHYSICS_UNIT / 8;
size.y = LCR_PHYSICS_UNIT / 8;
}
if (block[0] == LCR_BLOCK_LEFT ||
block[0] == LCR_BLOCK_BOTTOM_LEFT ||
block[0] == LCR_BLOCK_BOTTOM_LEFT_FRONT)
{
offset.x -= LCR_PHYSICS_UNIT / 4;
size.x = LCR_PHYSICS_UNIT / 4;
}
if (block[0] == LCR_BLOCK_BOTTOM_LEFT_FRONT)
{
offset.z -= LCR_PHYSICS_UNIT / 4;
size.z = LCR_PHYSICS_UNIT / 4;
}
point = TPE_envAABox(point,offset,size);
break;
}
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#define _CHECK_NEXT(check)\
v = check;\
d = TPE_dist(point,v);\
if (d < dBest) {\
vBest = v;\
dBest = d;}\
if (dBest == 0) {\
point = vBest;\
break;}
case LCR_BLOCK_RAMP_CURVED_WALL:
_CHECK_NEXT(TPE_envAABox(point,TPE_vec3(5 * LCR_PHYSICS_UNIT / 12,0,0),
TPE_vec3(LCR_PHYSICS_UNIT / 12,LCR_PHYSICS_UNIT / 4,LCR_PHYSICS_UNIT
/ 2)));
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// fall through
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case LCR_BLOCK_RAMP_CURVED_PLAT:
_CHECK_NEXT(TPE_envAABox(point,TPE_vec3(0,0,5 * LCR_PHYSICS_UNIT / 12),
TPE_vec3(LCR_PHYSICS_UNIT / 2,LCR_PHYSICS_UNIT / 4,LCR_PHYSICS_UNIT / 12
)));
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// fall through
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case LCR_BLOCK_RAMP_CURVED:
{
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TPE_Unit sides[6];
TPE_Unit rampShift = block[0] != LCR_BLOCK_RAMP_CURVED ?
LCR_PHYSICS_UNIT / 6 : 0;
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sides[0] = -1 * LCR_PHYSICS_UNIT / 8 - rampShift;
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sides[1] = -1 * LCR_PHYSICS_UNIT / 4;
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sides[2] = LCR_PHYSICS_UNIT / 2 - rampShift;
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sides[3] = -1 * LCR_PHYSICS_UNIT / 4;
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sides[4] = LCR_PHYSICS_UNIT / 2 - rampShift;
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sides[5] = LCR_PHYSICS_UNIT / 4;
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_CHECK_NEXT(TPE_envAATriPrism(point,
TPE_vec3(0,0,0),sides,LCR_PHYSICS_UNIT,2))
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sides[0] = -1 * LCR_PHYSICS_UNIT / 2;
sides[1] = -1 * LCR_PHYSICS_UNIT / 4;
sides[2] = LCR_PHYSICS_UNIT / 2 - rampShift;
sides[3] = -1 * LCR_PHYSICS_UNIT / 4;
sides[4] = LCR_PHYSICS_UNIT / 2 - rampShift;
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sides[5] = LCR_PHYSICS_UNIT / 8;
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_CHECK_NEXT(TPE_envAATriPrism(point,TPE_vec3(0,0,0),sides,LCR_PHYSICS_UNIT
,2));
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point = vBest;
break;
}
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case LCR_BLOCK_CORNER_CONVEX:
case LCR_BLOCK_CORNER_CONCAVE:
{
TPE_Unit sides[6];
sides[0] = -1 * LCR_PHYSICS_UNIT / 2;
sides[1] = LCR_PHYSICS_UNIT / 2;
sides[2] = -1 * LCR_PHYSICS_UNIT / 2;
sides[3] = -1 * LCR_PHYSICS_UNIT / 2;
sides[4] = LCR_PHYSICS_UNIT / 5;
sides[5] = -1 * LCR_PHYSICS_UNIT / 5;
if (block[0] == LCR_BLOCK_CORNER_CONCAVE)
{
sides[4] *= -1;
sides[5] *= -1;
}
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_CHECK_NEXT(TPE_envAATriPrism(point,TPE_vec3(0,0,0),sides,
LCR_PHYSICS_UNIT / 2,1));
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sides[2] = sides[4];
sides[3] = sides[5];
sides[4] = LCR_PHYSICS_UNIT / 2;
sides[5] = LCR_PHYSICS_UNIT / 2;
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_CHECK_NEXT(TPE_envAATriPrism(point,TPE_vec3(0,0,0),sides,
LCR_PHYSICS_UNIT / 2,1));
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point = vBest;
break;
}
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#undef _CHECK_NEXT
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case LCR_BLOCK_RAMP_CORNER:
{
TPE_Unit sides[6];
sides[0] = -1 * LCR_PHYSICS_UNIT / 2;
sides[1] = -1 * LCR_PHYSICS_UNIT / 4;
sides[2] = LCR_PHYSICS_UNIT / 2;
sides[3] = -1 * LCR_PHYSICS_UNIT / 4;
sides[4] = LCR_PHYSICS_UNIT / 2;
sides[5] = LCR_PHYSICS_UNIT / 4;
if (point.x > LCR_PHYSICS_UNIT / 2)
{
sides[4] *= -1;
point = TPE_envAATriPrism(point,TPE_vec3(0,0,0),
sides,LCR_PHYSICS_UNIT,2);
}
else if (point.z < -1 * LCR_PHYSICS_UNIT / 2)
point = TPE_envAATriPrism(point,TPE_vec3(0,0,0),
sides,LCR_PHYSICS_UNIT,0);
else if (point.y < -1 * LCR_PHYSICS_UNIT / 4)
{
sides[1] *= 2;
sides[3] *= 2;
sides[5] *= 2;
point = TPE_envAATriPrism(point,
TPE_vec3(0,0,0),sides,LCR_PHYSICS_UNIT / 2,1);
}
else
{
point = TPE_envHalfPlane(point,TPE_vec3(LCR_PHYSICS_UNIT / 2,
LCR_PHYSICS_UNIT / 4,-1 * LCR_PHYSICS_UNIT / 2),
TPE_vec3(-1 * LCR_PHYSICS_UNIT,2 * LCR_PHYSICS_UNIT,LCR_PHYSICS_UNIT));
#define LINESNAP(a,b,c,d,e,f)\
point = TPE_envLineSegment(point,\
TPE_vec3(a * LCR_PHYSICS_UNIT / 2,b * LCR_PHYSICS_UNIT / 4,\
c * LCR_PHYSICS_UNIT / 2),TPE_vec3(d * LCR_PHYSICS_UNIT / 2,\
e * LCR_PHYSICS_UNIT / 4,f * LCR_PHYSICS_UNIT / 2));
if (point.y < -1 * LCR_PHYSICS_UNIT / 4)
LINESNAP(-1,-1,-1,1,-1,1)
else if (point.x > LCR_PHYSICS_UNIT / 2)
LINESNAP(1,1,-1,1,-1,1)
else if (point.z < -1 * LCR_PHYSICS_UNIT / 2)
LINESNAP(-1,-1,-1,1,1,-1)
#undef LINESNAP
}
break;
}
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case LCR_BLOCK_RAMP:
case LCR_BLOCK_RAMP_34:
case LCR_BLOCK_RAMP_12:
case LCR_BLOCK_RAMP_14:
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case LCR_BLOCK_RAMP_STEEP:
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case LCR_BLOCK_RAMP_ACCEL:
case LCR_BLOCK_RAMP_FAN:
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{
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uint8_t front, top;
LCR_rampGetDimensions(block[0],&top,&front);
front = 6 - front;
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TPE_Unit sides[6];
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sides[0] =
-1 * LCR_PHYSICS_UNIT / 2 + (LCR_PHYSICS_UNIT / 6) * ((int) front);
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sides[1] = -1 * LCR_PHYSICS_UNIT / 4;
sides[2] = LCR_PHYSICS_UNIT / 2;
sides[3] = -1 * LCR_PHYSICS_UNIT / 4;
sides[4] = LCR_PHYSICS_UNIT / 2;
sides[5] = -1 * LCR_PHYSICS_UNIT / 4 +
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((int) top) * (LCR_PHYSICS_UNIT / 8);
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point = TPE_envAATriPrism(point,TPE_vec3(0,0,0),sides,LCR_PHYSICS_UNIT,2);
break;
}
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case LCR_BLOCK_HILL:
{
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point = (point.y > -1 * LCR_PHYSICS_UNIT / 4 && point.z
< LCR_PHYSICS_UNIT / 4) ?
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TPE_envCylinder(point,
TPE_vec3(0,-1 * LCR_PHYSICS_UNIT / 2,LCR_PHYSICS_UNIT / 4),
TPE_vec3(LCR_PHYSICS_UNIT / 2,0,0),
LCR_PHYSICS_UNIT / 2 + LCR_PHYSICS_UNIT / 4) :
TPE_envAABox(point,TPE_vec3(0,0,0),
TPE_vec3(LCR_PHYSICS_UNIT / 2,LCR_PHYSICS_UNIT / 4,
LCR_PHYSICS_UNIT / 2));
if (point.y < -1 * LCR_PHYSICS_UNIT / 4) // for some reason happens somet.
point.y = -1 * LCR_PHYSICS_UNIT / 4;
break;
}
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case LCR_BLOCK_BUMP:
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point = TPE_envCone(point,TPE_vec3(0,-1 * LCR_PHYSICS_UNIT / 4 ,0),
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TPE_vec3(0,LCR_PHYSICS_UNIT / 6,0),(5 * LCR_PHYSICS_UNIT) / 12);
break;
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case LCR_BLOCK_CORNER:
case LCR_BLOCK_CORNER_12:
{
TPE_Unit sides[6];
sides[0] = -1 * LCR_PHYSICS_UNIT / 2;
sides[1] = LCR_PHYSICS_UNIT / 2;
sides[2] = -1 * LCR_PHYSICS_UNIT / 2;
sides[3] = -1 * LCR_PHYSICS_UNIT / 2;
sides[4] = block[0] == LCR_BLOCK_CORNER ? LCR_PHYSICS_UNIT / 2 : 0;
sides[5] = LCR_PHYSICS_UNIT / 2;
point = TPE_envAATriPrism(point,TPE_vec3(0,0,0),sides,
LCR_PHYSICS_UNIT / 2,1);
break;
}
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default:
point = TPE_vec3(0,0,LCR_MAP_SIZE_BLOCKS * LCR_PHYSICS_UNIT);
break;
}
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point = TPE_vec3Plus(point,
TPE_vec3(LCR_PHYSICS_UNIT / 2,LCR_PHYSICS_UNIT / 4,LCR_PHYSICS_UNIT / 2));
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transform = LCR_mapBlockOppositeTransform(transform);
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LCR_TRANSFORM_COORDS(transform,point.x,point.y,point.z,LCR_PHYSICS_UNIT,
(LCR_PHYSICS_UNIT / 2))
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point = TPE_vec3Plus(point,blockOffset); // shift back
return point;
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}
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/**
For tinyphysicsengine, function that defines the shape of physics world,
returns closest point to any given point in space.
*/
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TPE_Vec3 _LCR_racingEnvironmentFunction(TPE_Vec3 point, TPE_Unit maxDist)
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{
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// start with the map outside walls:
TPE_ENV_START(TPE_envAABoxInside(point,TPE_vec3(0,0,0),TPE_vec3(
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LCR_PHYSICS_UNIT * LCR_MAP_SIZE_BLOCKS,
(LCR_PHYSICS_UNIT * LCR_MAP_SIZE_BLOCKS) / 2,
LCR_PHYSICS_UNIT * LCR_MAP_SIZE_BLOCKS)),point)
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// without this check we might try to get block outside the map
if (_pBest.x == point.x && _pBest.y == point.y && _pBest.z == point.z)
return _pBest;
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if (maxDist <= LCR_PHYSICS_UNIT / 4) // considering half of square height
{
/* Here we only check the 8 closest blocks => relatively fast. */
TPE_Vec3 pointShifted = TPE_vec3Plus(point,TPE_vec3(
(LCR_MAP_SIZE_BLOCKS / 2) * LCR_PHYSICS_UNIT,
(LCR_MAP_SIZE_BLOCKS / 4) * LCR_PHYSICS_UNIT,
(LCR_MAP_SIZE_BLOCKS / 2) * LCR_PHYSICS_UNIT));
uint8_t coords[6]; // x_low, x_high, y_low, y_high, z_low, z_high
coords[0] = (pointShifted.x / LCR_PHYSICS_UNIT);
coords[1] = (pointShifted.x % LCR_PHYSICS_UNIT < LCR_PHYSICS_UNIT / 2);
coords[2] = (pointShifted.y / (LCR_PHYSICS_UNIT / 2));
coords[3] =
(pointShifted.y % (LCR_PHYSICS_UNIT / 2) < LCR_PHYSICS_UNIT / 4);
coords[4] = (pointShifted.z / LCR_PHYSICS_UNIT);
coords[5] = (pointShifted.z % LCR_PHYSICS_UNIT < LCR_PHYSICS_UNIT / 2);
for (int i = 0; i < 6; i += 2)
if (coords[i + 1])
{
coords[i + 1] = coords[i];
coords[i] = coords[i] > 0 ? coords[i] - 1 : 0;
}
else
coords[i + 1] = coords[i] < 63 ? coords[i] + 1 : 63;
int start = 0, end = LCR_currentMap.blockCount - 1;
for (uint8_t i = 0; i < 8; ++i)
{
/* Black magic: here we make it so that we the lowest coord numbers
(0,0,0), then the highest (1,1,1), then second lowest (1,0,0), then
second highest (0,1,1) etc. This way we are narrowing the range (start,
end) for the binary search. */
int blockNum = LCR_mapGetBlockAtFast(
coords[0] + ((i ^ (i >> 1)) & 0x01),
coords[2] + ((i ^ (i >> 2)) & 0x01),
coords[4] + (i & 0x01),start,end);
if (blockNum >= 0) // is there a block at the coords?
{
TPE_ENV_NEXT(_LCR_racingBlockEnvFunc(point, // check it
LCR_currentMap.blocks + blockNum * LCR_BLOCK_SIZE),point)
// narrow the search range:
if (i % 2 == 0 && blockNum > start)
start = blockNum;
if (i % 2 && blockNum < end)
end = blockNum;
}
}
}
else
{
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LCR_LOG1("collision checking all blocks (shouldn't happen often!)");
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const uint8_t *block = LCR_currentMap.blocks;
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// Full check of all map blocks, slow, shouldn't happen often!
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for (int j = 0; j < LCR_currentMap.blockCount; ++j)
{
TPE_ENV_NEXT(_LCR_racingBlockEnvFunc(point,block),point)
block += LCR_BLOCK_SIZE;
}
}
TPE_ENV_END
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}
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LCR_GameUnit LCR_racingGetCarSpeedUnsigned(void)
{
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return LCR_racing.carSpeeds[0] >= 0 ? LCR_racing.carSpeeds[0] :
(-1 * LCR_racing.carSpeeds[0]);
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}
LCR_GameUnit LCR_racingGetCarSpeedSigned(void)
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{
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return LCR_racing.carSpeeds[0];
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}
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uint8_t _LCR_racingCollisionHandler(uint16_t b1, uint16_t j1, uint16_t b2,
uint16_t j2, TPE_Vec3 p)
{
// check which wheels are touching the ground.
if (j1 < 4) // wheel joint?
LCR_racing.wheelCollisions |= 0x01 << j1;
return 1;
}
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LCR_GameUnit _LCR_racingSmoothRot(LCR_GameUnit angleNew, LCR_GameUnit angleOld)
{
/* We'll smooth small rotations by averaging the last two angles; bigger
rotations won't be smoothed -- firstly this removes lag for fast rotations
and also deals with the issue of averaging e.g. 1 and 359 degrees. */
LCR_GameUnit diff = angleNew - angleOld;
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if (diff > LCR_GAME_UNIT / 8 || diff < -1 * LCR_GAME_UNIT / 8)
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return angleNew;
return angleOld + diff / 2;
}
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TPE_Vec3 _LCR_racingGetWheelCenterPoint(void)
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{
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return _LCR_TPE_vec3DividePlain(
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TPE_vec3Plus(
TPE_vec3Plus(
LCR_racing.carBody.joints[0].position,
LCR_racing.carBody.joints[1].position),
TPE_vec3Plus(
LCR_racing.carBody.joints[2].position,
LCR_racing.carBody.joints[3].position)),4);
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}
void _LCR_racingUpdateCarPosRot(void)
{
TPE_Vec3 tmpVec = LCR_racing.carPositions[0];
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LCR_racing.carPositions[0] = _LCR_TPE_vec3DividePlain(
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TPE_vec3TimesPlain(_LCR_racingGetWheelCenterPoint(),LCR_GAME_UNIT),
LCR_PHYSICS_UNIT);
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LCR_racing.carPositions[0] = // smooth the position
TPE_vec3KeepWithinBox(LCR_racing.carPositions[1],LCR_racing.carPositions[0],
TPE_vec3(
LCR_PHYSICS_UNIT / 64, // TODO: constant
LCR_PHYSICS_UNIT / 64,
LCR_PHYSICS_UNIT / 64));
LCR_racing.carPositions[1] = tmpVec;
tmpVec = _LCR_TPE_vec3DividePlain(TPE_vec3TimesPlain(TPE_bodyGetRotation(
&(LCR_racing.carBody),0,2,1),LCR_GAME_UNIT),TPE_F);
LCR_racing.carRotations[1] = LCR_racing.carRotations[0];
LCR_racing.carRotations[0] = tmpVec;
}
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/**
Initializes new run.
*/
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void LCR_racingRestart(uint8_t replay)
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{
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LCR_LOG0("restarting race");
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LCR_mapReset();
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LCR_racing.tick = 0;
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LCR_racing.fanForce = 0;
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LCR_racing.playingReplay = replay;
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TPE_bodyActivate(&(LCR_racing.carBody));
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LCR_racing.wheelCollisions = 0;
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LCR_racing.wheelAngle = 0;
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LCR_racing.wheelSteer = 0;
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LCR_racing.carSpeeds[0] = 0;
LCR_racing.carSpeeds[1] = 0;
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LCR_racing.carDrifting = 0;
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// make the car body:
TPE_makeCenterRectFull(LCR_racing.carJoints,
LCR_racing.carConnections,
LCR_PHYSICS_UNIT / 2,
(LCR_PHYSICS_UNIT * 3) / 4,
LCR_PHYSICS_UNIT / 8);
LCR_racing.carJoints[4].position.y += LCR_PHYSICS_UNIT / 6;
LCR_racing.carJoints[4].sizeDivided *= 3;
LCR_racing.carJoints[4].sizeDivided /= 2;
TPE_bodyInit(&(LCR_racing.carBody),LCR_racing.carJoints,LCR_CAR_JOINTS,
LCR_racing.carConnections,LCR_CAR_CONNECTIONS,TPE_F);
LCR_racing.carBody.friction = LCR_CAR_FORWARD_FRICTION;
LCR_racing.carBody.elasticity = LCR_CAR_ELASTICITY;
LCR_racing.carBody.flags |= TPE_BODY_FLAG_ALWAYS_ACTIVE;
/* We disable bounding sphere checks because that would lead to calling env.
function with large min. distance which would lead to slow iteration over
all map blocks. */
LCR_racing.carBody.flags |= TPE_BODY_FLAG_NO_BSPHERE;
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TPE_bodyMoveTo(&(LCR_racing.carBody),TPE_vec3(
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(((TPE_Unit) LCR_currentMap.startPos[0]) - LCR_MAP_SIZE_BLOCKS / 2)
* LCR_PHYSICS_UNIT + LCR_PHYSICS_UNIT / 2,
(((TPE_Unit) LCR_currentMap.startPos[1]) - LCR_MAP_SIZE_BLOCKS / 2)
* LCR_PHYSICS_UNIT / 2 + LCR_PHYSICS_UNIT / 4,
(((TPE_Unit) LCR_currentMap.startPos[2]) - LCR_MAP_SIZE_BLOCKS / 2)
* LCR_PHYSICS_UNIT + LCR_PHYSICS_UNIT / 2));
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if (LCR_currentMap.startPos[3])
{
uint8_t trans = LCR_currentMap.startPos[3];
if (trans & LCR_BLOCK_TRANSFORM_FLIP_V)
TPE_bodyRotateByAxis(&(LCR_racing.carBody),
TPE_vec3(TPE_FRACTIONS_PER_UNIT / 2,0,0));
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trans &=
LCR_BLOCK_TRANSFORM_ROT_90 |
LCR_BLOCK_TRANSFORM_ROT_180 |
LCR_BLOCK_TRANSFORM_ROT_270;
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TPE_bodyRotateByAxis(&(LCR_racing.carBody),
TPE_vec3(0,(trans == LCR_BLOCK_TRANSFORM_ROT_90) ?
3 * TPE_F / 4 : (trans == LCR_BLOCK_TRANSFORM_ROT_180) ?
TPE_F / 2 : (TPE_F / 4),0));
}
2024-09-28 01:47:05 +02:00
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for (int i = 0; i < LCR_CAR_JOINTS; ++i)
LCR_racing.carOKPositions[i] = TPE_vec3(0,0,0);
LCR_racing.carNotOKCount = 0;
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LCR_racing.carPositions[0] = TPE_vec3(0,0,0);
LCR_racing.carPositions[1] = LCR_racing.carPositions[0];
LCR_racing.carRotations[0] = TPE_vec3(0,0,0);
LCR_racing.carRotations[1] = LCR_racing.carRotations[0];
_LCR_racingUpdateCarPosRot();
LCR_racing.carPositions[1] = LCR_racing.carPositions[0];
LCR_racing.carRotations[1] = LCR_racing.carRotations[0];
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}
/**
Initializes the racing module, only call once.
*/
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void LCR_racingInit(void)
{
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LCR_LOG0("initializing racing engine");
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TPE_worldInit(&(LCR_racing.physicsWorld),
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&(LCR_racing.carBody),1,_LCR_racingEnvironmentFunction);
2024-09-06 00:58:32 +02:00
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LCR_racing.playingReplay = 0;
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LCR_racing.physicsWorld.collisionCallback = _LCR_racingCollisionHandler;
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}
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/**
Gets current car transformation intended for rendering, i.e. potentially with
smoothing and interpolation applied to the underlying internal state in the
physics engine.
*/
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void LCR_racingGetCarTransform(LCR_GameUnit position[3],
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LCR_GameUnit rotation[3], LCR_GameUnit interpolationParam)
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{
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LCR_LOG2("getting car transform");
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TPE_Vec3 v;
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#if LCR_SETTING_SMOOTH_ANIMATIONS
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v = TPE_vec3Plus(LCR_racing.carPositions[1], // LERP previous and current pos
_LCR_TPE_vec3DividePlain(
TPE_vec3TimesPlain(TPE_vec3Minus(
LCR_racing.carPositions[0],LCR_racing.carPositions[1]),
interpolationParam),LCR_GAME_UNIT));
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position[0] = v.x;
position[1] = v.y;
position[2] = v.z;
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rotation[0] = _LCR_racingSmoothRot(LCR_racing.carRotations[0].x,
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LCR_racing.carRotations[1].x);
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rotation[1] = _LCR_racingSmoothRot(LCR_racing.carRotations[0].y,
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LCR_racing.carRotations[1].y);
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rotation[2] = _LCR_racingSmoothRot(LCR_racing.carRotations[0].z,
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LCR_racing.carRotations[1].z);
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#else
position[0] = LCR_racing.carPositions[0].x;
position[1] = LCR_racing.carPositions[0].y;
position[2] = LCR_racing.carPositions[0].z;
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rotation[0] = LCR_racing.carRotations[0].x;
rotation[1] = LCR_racing.carRotations[0].y;
rotation[2] = LCR_racing.carRotations[0].z;
#endif
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}
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/**
Gets the current block coordinates of the car, without interpolation etc.,
intended for checking accurately whether CP has been taken etc.
*/
void LCR_racingGetCarBlockCoords(int coords[3])
{
coords[0] = (LCR_racing.carPositions[0].x +
(LCR_GAME_UNIT * LCR_MAP_SIZE_BLOCKS) / 2) / LCR_GAME_UNIT;
coords[1] = (LCR_racing.carPositions[0].y +
(LCR_GAME_UNIT * LCR_MAP_SIZE_BLOCKS) / 4) / (LCR_GAME_UNIT / 2);
coords[2] = (LCR_racing.carPositions[0].z +
(LCR_GAME_UNIT * LCR_MAP_SIZE_BLOCKS) / 2) / LCR_GAME_UNIT;
}
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int LCR_racingCarWheelTouchesGround(int wheel)
{
return ((LCR_racing.wheelCollisions & (LCR_racing.wheelCollisions >> 4))
>> wheel) & 0x01;
}
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LCR_GameUnit LCR_racingGetWheelRotation(void)
{
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return LCR_racing.wheelAngle;
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}
LCR_GameUnit LCR_racingGetWheelSteer(void)
{
return LCR_racing.wheelSteer;
}
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TPE_Unit _LCR_applyMaterialFactor(TPE_Unit value, uint8_t mat)
{
switch (mat)
{
case LCR_BLOCK_MATERIAL_GRASS:
value *= LCR_CAR_GRASS_FACTOR;
break;
case LCR_BLOCK_MATERIAL_DIRT:
value *= LCR_CAR_DIRT_FACTOR;
break;
case LCR_BLOCK_MATERIAL_ICE:
value *= LCR_CAR_ICE_FACTOR;
break;
default: value *= 8; break;
}
return value / 8;
}
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void _LCR_racingWheelAccelerate(unsigned int wheel, TPE_Vec3 dir,
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uint8_t material, uint8_t accelerator)
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{
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TPE_Unit acc =
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_LCR_applyMaterialFactor(LCR_CAR_ACCELERATION,material);
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acc = acc / (1 + (LCR_racingGetCarSpeedUnsigned() / LCR_CAR_AIR_FRICTION));
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if (accelerator)
acc *= 2; // TODO: constant?
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LCR_racing.carBody.joints[wheel].velocity[0] += (dir.x * acc) / TPE_F;
LCR_racing.carBody.joints[wheel].velocity[1] += (dir.y * acc) / TPE_F;
LCR_racing.carBody.joints[wheel].velocity[2] += (dir.z * acc) / TPE_F;
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}
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int _LCR_racingCarShapeOK(void)
{
int r = 1;
for (int i = 0; i < LCR_racing.carBody.jointCount; ++i)
r &= TPE_connectionTension(TPE_dist(
LCR_racing.carBody.joints[
LCR_racing.carBody.connections[i].joint1].position,
LCR_racing.carBody.joints[
LCR_racing.carBody.connections[i].joint2].position),
LCR_racing.carBody.connections[i].length) < TPE_F / 16; // TODO: const
return r;
}
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/**
Updates the racing physics world, call every LCR_RACING_TICK_MS milliseconds.
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Returns a set of events (logically ORed) that occured during this step.
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*/
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uint32_t LCR_racingStep(unsigned int input)
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{
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LCR_LOG2("racing step (start)");
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uint32_t result = 0;
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TPE_Vec3 carForw, carRight, carUp, carVel;
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uint8_t groundMat = LCR_BLOCK_MATERIAL_CONCRETE; // material under wheels
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uint8_t onAccel = 0; // standing on accelerator?
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int groundBlockIndex = -1;
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if (LCR_racing.playingReplay)
{
if (LCR_racing.tick == 0)
LCR_replayInitPlaying();
input = LCR_replayGetNextInput();
}
else
{
if (LCR_racing.tick == 0)
LCR_replayInitRecording();
LCR_replayRecordEvent(LCR_racing.tick,input);
}
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carForw = TPE_vec3Normalized(TPE_vec3Plus(
TPE_vec3Minus(LCR_racing.carBody.joints[0].position,
LCR_racing.carBody.joints[2].position),
TPE_vec3Minus(LCR_racing.carBody.joints[1].position,
LCR_racing.carBody.joints[3].position)));
carRight = TPE_vec3Normalized(TPE_vec3Plus(
TPE_vec3Minus(LCR_racing.carBody.joints[0].position,
LCR_racing.carBody.joints[1].position),
TPE_vec3Minus(LCR_racing.carBody.joints[2].position,
LCR_racing.carBody.joints[3].position)));
carUp = TPE_vec3Cross(carForw,carRight);
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carVel = TPE_vec3(
LCR_racing.carBody.joints[4].velocity[0],
LCR_racing.carBody.joints[4].velocity[1],
LCR_racing.carBody.joints[4].velocity[2]);
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if ((LCR_racing.wheelCollisions & 0x0f) != 0x0f) // EXPERIMENTAL: don't apply gravity with all wheels on ground
TPE_bodyApplyGravity(&(LCR_racing.carBody),LCR_GRAVITY);
if (LCR_racing.wheelCollisions) // at least one wheel on ground?
{
TPE_Unit upDot = TPE_vec3Dot(carUp,TPE_vec3(0,TPE_F,0));
if (upDot > TPE_F / 8 || upDot < -1 * TPE_F / 8) // TODO: consts
{
uint8_t
gx = (LCR_racing.carPositions[0].x + (LCR_MAP_SIZE_BLOCKS / 2) *
LCR_GAME_UNIT) / LCR_GAME_UNIT,
gy = (LCR_racing.carPositions[0].y + (LCR_MAP_SIZE_BLOCKS / 2) *
(LCR_GAME_UNIT / 2)) / (LCR_GAME_UNIT / 2),
gz = (LCR_racing.carPositions[0].z + (LCR_MAP_SIZE_BLOCKS / 2) *
LCR_GAME_UNIT) / LCR_GAME_UNIT;
TPE_Unit yMod = (LCR_racing.carPositions[0].y + LCR_MAP_SIZE_BLOCKS *
LCR_GAME_UNIT / 2) % (LCR_GAME_UNIT / 2);
if (upDot > 0 && yMod < LCR_GAME_UNIT / 2) // TODO: const
groundBlockIndex = LCR_mapGetBlockAt(gx,gy - 1,gz);
else if (upDot < 0 && yMod > LCR_GAME_UNIT / 2)
groundBlockIndex = LCR_mapGetBlockAt(gx,gy + 1,gz);
if (groundBlockIndex == -1)
groundBlockIndex = LCR_mapGetBlockAt(gx,gy,gz);
}
if (groundBlockIndex != -1)
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{
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uint8_t b = LCR_currentMap.blocks[groundBlockIndex * LCR_BLOCK_SIZE];
onAccel = LCR_mapBlockIsAccelerator(b);
if (LCR_mapBlockIsFan(b))
LCR_racing.fanForce = LCR_GRAVITY * LCR_FAN_FORCE;
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groundMat = LCR_mapBlockGetMaterial(
LCR_currentMap.blocks + groundBlockIndex * LCR_BLOCK_SIZE);
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}
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}
LCR_racing.carBody.friction =
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_LCR_applyMaterialFactor(LCR_CAR_FORWARD_FRICTION,groundMat);
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if (onAccel)
input |= LCR_RACING_INPUT_FORW; // accelerator enforces this
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if(!(input & (LCR_RACING_INPUT_FORW | LCR_RACING_INPUT_BACK)))
LCR_racing.carBody.friction *= LCR_CAR_STAND_FRICTION_MULTIPLIER;
else if (
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((input & LCR_RACING_INPUT_FORW) && (LCR_racing.carSpeeds[0] < 0)) ||
((input & LCR_RACING_INPUT_BACK) && (LCR_racing.carSpeeds[0] > 0)))
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LCR_racing.carBody.friction *= 2 * LCR_CAR_STAND_FRICTION_MULTIPLIER;
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if (input)
{
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unsigned char steering = 0;
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if ((input & LCR_RACING_INPUT_BACK) &&
(LCR_racing.wheelCollisions & 0x0f) == 0x00) // in air?
{
LCR_LOG2("air brake");
for (int i = 0; i < LCR_CAR_JOINTS - 1; ++i)
for (int j = 0; j < 3; ++j)
LCR_racing.carBody.joints[i].velocity[j] =
LCR_racing.carBody.joints[LCR_CAR_JOINTS - 1].velocity[j];
}
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// TODO: magic constants
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if (input & (LCR_RACING_INPUT_FORW | LCR_RACING_INPUT_BACK))
{
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LCR_GameUnit rotateBy =
(LCR_racing.wheelCollisions & 0x0f) ? // on ground slow down wheel rot.
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(LCR_racingGetCarSpeedUnsigned() / 8) : LCR_GAME_UNIT / 32;
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if (!(input & LCR_RACING_INPUT_BACK))
rotateBy *= -1;
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LCR_racing.wheelAngle =
(LCR_racing.wheelAngle + rotateBy) % LCR_GAME_UNIT;
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if (LCR_racing.wheelAngle < 0)
LCR_racing.wheelAngle += LCR_GAME_UNIT;
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}
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if (input & LCR_RACING_INPUT_RIGHT)
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{
steering = 2;
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LCR_racing.wheelSteer = TPE_min(
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LCR_racing.wheelSteer + LCR_CAR_STEER_SPEED,
LCR_CAR_STEER_MAX);
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}
else if (input & LCR_RACING_INPUT_LEFT)
{
steering = 1;
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LCR_racing.wheelSteer = TPE_max(
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LCR_racing.wheelSteer - LCR_CAR_STEER_SPEED,
-1 * LCR_CAR_STEER_MAX);
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}
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if ((LCR_racing.wheelCollisions & 0x0c)) // back wheel on ground?
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{
if (input & LCR_RACING_INPUT_FORW)
{
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_LCR_racingWheelAccelerate(0,carForw,groundMat,onAccel);
_LCR_racingWheelAccelerate(1,carForw,groundMat,onAccel);
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}
else if (input & LCR_RACING_INPUT_BACK)
{
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_LCR_racingWheelAccelerate(0,TPE_vec3TimesPlain(carForw,-1),groundMat,onAccel);
_LCR_racingWheelAccelerate(1,TPE_vec3TimesPlain(carForw,-1),groundMat,onAccel);
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}
}
2024-09-10 17:29:22 +02:00
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TPE_Unit driftFriction = 0; // average wheel friction (absolute value)
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for (int i = 0; i < 4; ++i)
if (LCR_racing.wheelCollisions & (0x01 << i)) // wheel on ground?
{
TPE_Vec3 jv = TPE_vec3( // joint velocity
LCR_racing.carBody.joints[i].velocity[0],
LCR_racing.carBody.joints[i].velocity[1],
LCR_racing.carBody.joints[i].velocity[2]);
TPE_Vec3 ja = carRight; // wheel axis of rotation
if (i >= 2 && steering)
{
// for front wheels with turning we tilt the wheel axis 45 degrees
TPE_Unit steer =
(LCR_racing.wheelSteer * TPE_F) / LCR_GAME_UNIT;
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ja = TPE_vec3Normalized(
TPE_vec3Plus(TPE_vec3Times(carForw,steer),carRight));
}
/* friction is in the direction if the axis and its magnitude is
determined by the dot product (angle) of the axis and velocity */
2024-12-03 22:31:19 +01:00
2024-09-10 17:29:22 +02:00
TPE_Vec3 fric = TPE_vec3Times(ja,(TPE_vec3Dot(ja,jv) *
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_LCR_applyMaterialFactor(
LCR_racing.carDrifting ?
(LCR_CAR_STEER_FRICTION * LCR_CAR_DRIFT_FACTOR) / 8 :
LCR_CAR_STEER_FRICTION,groundMat)) / TPE_F);
driftFriction += TPE_vec3Len(fric);
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jv = TPE_vec3Minus(jv,fric); // subtract the friction
LCR_racing.carBody.joints[i].velocity[0] = jv.x;
LCR_racing.carBody.joints[i].velocity[1] = jv.y;
LCR_racing.carBody.joints[i].velocity[2] = jv.z;
}
2024-12-06 01:25:43 +01:00
2024-12-10 16:17:52 +01:00
driftFriction /= 4;
if ((!LCR_racing.carDrifting) &&
driftFriction > LCR_CAR_DRIFT_THRESHOLD_1)
{
LCR_LOG1("drift start");
LCR_racing.carDrifting = 1;
}
else if (LCR_racing.carDrifting &&
driftFriction < LCR_CAR_DRIFT_THRESHOLD_0)
{
LCR_LOG1("drift end");
LCR_racing.carDrifting = 0;
}
2024-12-06 01:25:43 +01:00
/* The following fixes "sticking to a wall" issue by adding a small spin
to the car when trying to steer at very small velocity. */
if (steering &&
(input & (LCR_RACING_INPUT_FORW | LCR_RACING_INPUT_BACK)) &&
(LCR_racing.wheelCollisions & 0x0f) &&
LCR_racingGetCarSpeedUnsigned() < (LCR_GAME_UNIT / 25))
{
LCR_LOG2("spinning car a bit");
TPE_bodySpin(&LCR_racing.carBody,TPE_vec3(0,
steering == ((input & LCR_RACING_INPUT_LEFT) != 0) ?
TPE_F / 32 : -1 * TPE_F / 32,0));
}
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}
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if ((!(input & LCR_RACING_INPUT_LEFT)) &&
(!(input & LCR_RACING_INPUT_RIGHT)))
LCR_racing.wheelSteer /= 2;
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LCR_racing.wheelCollisions <<= 4;
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if (LCR_racing.fanForce)
{
TPE_bodyAccelerate(&(LCR_racing.carBody),TPE_vec3(0,LCR_racing.fanForce,0));
LCR_racing.fanForce -= LCR_GRAVITY / LCR_FAN_FORCE_DECREASE;
if (LCR_racing.fanForce < 0)
LCR_racing.fanForce = 0;
}
2025-01-08 00:10:27 +01:00
LCR_LOG2("stepping physics (start)");
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TPE_worldStep(&(LCR_racing.physicsWorld));
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LCR_LOG2("stepping physics (end)");
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2024-12-27 07:45:27 +01:00
int speedDiff =
TPE_abs(LCR_racing.carSpeeds[0]) -
TPE_abs(LCR_racing.carSpeeds[1]);
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LCR_racing.carSpeeds[1] = LCR_racing.carSpeeds[0];
LCR_racing.carSpeeds[0] = (TPE_vec3Len(carVel) * LCR_GAME_UNIT)
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/ LCR_PHYSICS_UNIT;
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if (TPE_vec3Dot(carVel,carForw) < 0)
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LCR_racing.carSpeeds[0] *= -1;
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if (speedDiff < -1 * LCR_CAR_CRASH_SPEED_DIFF &&
TPE_abs(LCR_racing.carSpeeds[0]) <= LCR_CAR_CRASH_SPEED_THRESHOLD)
result |= (speedDiff < -2 * LCR_CAR_CRASH_SPEED_DIFF) ?
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LCR_RACING_EVENT_CRASH_BIG : LCR_RACING_EVENT_CRASH_SMALL;
2024-12-18 13:01:27 +01:00
_LCR_racingUpdateCarPosRot();
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TPE_Unit angle = TPE_vec3Dot(carUp,TPE_vec3Normalized(TPE_vec3Minus(
LCR_racing.carBody.joints[4].position,
LCR_racing.carBody.joints[0].position)));
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if (angle < TPE_F / 64) // TODO: magic constant
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{
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LCR_LOG2("roof squeezed, applying anti force")
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2024-12-18 00:18:31 +01:00
TPE_Vec3 tmpVec = TPE_vec3Times(carUp,LCR_PHYSICS_UNIT / 16); // TODO: 16 magic con.
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2024-12-04 23:50:50 +01:00
angle = TPE_F - 4 * angle; // 4 comes from above TPE_F / 4
tmpVec = TPE_vec3Times(tmpVec,angle);
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if (angle <= 0)
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{
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LCR_LOG1("roof flipped over, fixing")
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LCR_racing.carBody.joints[4].position = _LCR_racingGetWheelCenterPoint();
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angle = 0;
2024-09-28 01:47:05 +02:00
}
// accelerate roof and wheels away from each other
for (int i = 0; i < LCR_CAR_JOINTS; ++i)
{
LCR_racing.carBody.joints[i].velocity[0] += (i == 4 ? 1 : -1) * tmpVec.x;
LCR_racing.carBody.joints[i].velocity[1] += (i == 4 ? 1 : -1) * tmpVec.y;
LCR_racing.carBody.joints[i].velocity[2] += (i == 4 ? 1 : -1) * tmpVec.z;
}
}
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// now make a special test for a "pinch" front collision
2024-10-06 21:53:11 +02:00
2024-10-07 01:32:30 +02:00
TPE_Vec3 frontWheelMiddle = TPE_vec3Plus(
LCR_racing.carBody.joints[0].position,
LCR_racing.carBody.joints[1].position);
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frontWheelMiddle.x /= 2;
frontWheelMiddle.y /= 2;
frontWheelMiddle.z /= 2;
2024-10-06 21:53:11 +02:00
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frontWheelMiddle = TPE_vec3Minus(frontWheelMiddle,
_LCR_racingEnvironmentFunction(frontWheelMiddle,LCR_PHYSICS_UNIT / 4));
2024-10-06 21:53:11 +02:00
2024-12-06 01:04:05 +01:00
uint8_t frontCollision =
carForw.y < TPE_FRACTIONS_PER_UNIT / 4 && // only when car is horizontal
carForw.y > -1 * TPE_FRACTIONS_PER_UNIT / 4 &&
frontWheelMiddle.x == 0 && frontWheelMiddle.y == 0 &&
2024-10-07 01:32:30 +02:00
frontWheelMiddle.z == 0;
2024-10-06 21:53:11 +02:00
2024-10-07 01:32:30 +02:00
if (frontCollision)
{
// stop the car immediately
LCR_LOG1("car front pierced");
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LCR_racing.carNotOKCount +=
(LCR_racing.carNotOKCount < 20 ? 15 : 0); // TODO: consts
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}
2024-09-28 01:47:05 +02:00
2024-10-07 01:32:30 +02:00
if ((LCR_racing.carBody.flags & TPE_BODY_FLAG_UNRESOLVED) || frontCollision ||
!_LCR_racingCarShapeOK())
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{
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// car not OK
2024-09-28 01:47:05 +02:00
2024-12-05 00:37:50 +01:00
if (LCR_racing.carNotOKCount > 10) // TODO: constant
2024-09-29 20:52:52 +02:00
{
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LCR_LOG1("car not OK (short), fixing");
for (int i = 0; i < LCR_CAR_JOINTS; ++i)
2024-09-30 02:28:27 +02:00
{
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if (LCR_racing.carNotOKCount < 20) // TODO: const
2024-10-07 01:32:30 +02:00
{
// for a while try to smoothly iterate towards previous OK position
LCR_racing.carBody.joints[i].position =
TPE_vec3Plus(LCR_racing.carBody.joints[i].position,
LCR_racing.carOKPositions[i]);
LCR_racing.carBody.joints[i].position.x /= 2;
LCR_racing.carBody.joints[i].position.y /= 2;
LCR_racing.carBody.joints[i].position.z /= 2;
for (int j = 0; j < 3; ++j) // lower speed a bit
LCR_racing.carBody.joints[i].velocity[j] =
(7 * ((int) LCR_racing.carBody.joints[i].velocity[j])) / 8;
}
else // hard set the pos (iteration may be infinite due to sim.)
{
LCR_LOG1("car not OK (long), teleporting");
LCR_racing.carBody.joints[i].position = LCR_racing.carOKPositions[i];
}
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}
2024-09-29 20:52:52 +02:00
}
2024-09-30 02:28:27 +02:00
2024-10-07 01:32:30 +02:00
LCR_racing.carNotOKCount += LCR_racing.carNotOKCount < 255 ? 1 : 0;
}
else
{
// car OK
LCR_racing.carNotOKCount = 0;
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for (int i = 0; i < LCR_CAR_JOINTS; ++i)
LCR_racing.carOKPositions[i] = LCR_racing.carBody.joints[i].position;
}
2024-09-28 01:47:05 +02:00
2025-01-07 22:57:28 +01:00
int carBlock[3];
LCR_racingGetCarBlockCoords(carBlock);
carBlock[0] = LCR_mapGetBlockAt(carBlock[0],carBlock[1],carBlock[2]);
if (carBlock[0] >= 0)
{
if (LCR_currentMap.blocks[carBlock[0] * LCR_BLOCK_SIZE] ==
LCR_BLOCK_CHECKPOINT_0)
{
LCR_currentMap.blocks[carBlock[0] * LCR_BLOCK_SIZE] =
LCR_BLOCK_CHECKPOINT_1;
result |= LCR_RACING_EVENT_CP_TAKEN;
}
else if (LCR_currentMap.blocks[carBlock[0] * LCR_BLOCK_SIZE] ==
LCR_BLOCK_FINISH)
{
int valid = 1;
for (int i = 0; i < LCR_currentMap.blockCount; ++i)
if (LCR_currentMap.blocks[i * LCR_BLOCK_SIZE] == LCR_BLOCK_CHECKPOINT_0)
{
valid = 0;
break;
}
if (valid)
2025-01-15 21:56:06 +01:00
{
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result |= LCR_RACING_EVENT_FINISHED;
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if (!LCR_racing.playingReplay)
LCR_replayRecordEvent(LCR_racing.tick,LCR_REPLAY_EVENT_END);
}
2025-01-07 22:57:28 +01:00
}
}
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LCR_racing.tick += LCR_racing.tick < 0xffffffff; // disallow overflow
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LCR_LOG2("racing step (end)");
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return result;
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}
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/**
Draws a simple 3D debug overlap of the physics world.
*/
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void LCR_physicsDebugDraw(LCR_GameUnit camPos[3], LCR_GameUnit camRot[2],
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LCR_GameUnit camFov,
void (*drawPixel)(uint16_t, uint16_t, uint8_t))
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{
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#if LCR_SETTING_DEBUG_PHYSICS_DRAW
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LCR_LOG2("drawing physics debug");
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TPE_Vec3 cPos, cRot, cView;
cPos.x = (camPos[0] * LCR_PHYSICS_UNIT) / LCR_GAME_UNIT;
cPos.y = (camPos[1] * LCR_PHYSICS_UNIT) / LCR_GAME_UNIT;
cPos.z = (camPos[2] * LCR_PHYSICS_UNIT) / LCR_GAME_UNIT;
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cRot.x = (camRot[0] * TPE_F) / LCR_GAME_UNIT;
cRot.y = (camRot[1] * TPE_F) / LCR_GAME_UNIT;
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cRot.z = 0;
cView.x = LCR_EFFECTIVE_RESOLUTION_X;
cView.y = LCR_EFFECTIVE_RESOLUTION_Y;
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cView.z = (camFov * TPE_F) / LCR_GAME_UNIT;
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TPE_worldDebugDraw(&(LCR_racing.physicsWorld),drawPixel,
cPos,cRot,cView,16,LCR_PHYSICS_UNIT / 4,LCR_racing.tick * 4);
/*
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TPE_worldDebugDraw(&(LCR_racing.physicsWorld),_LCR_drawPhysicsDebugPixel,
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cPos,cRot,cView,16,LCR_PHYSICS_UNIT / 4,LCR_racing.tick * 4);
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*/
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#endif
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}
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#endif // guard