Interpolate rotations

This commit is contained in:
Miloslav Ciz 2025-06-20 03:09:06 +02:00
parent f83e7f519d
commit 09031d209d
3 changed files with 36 additions and 17 deletions

View file

@ -945,18 +945,27 @@ uint8_t _LCR_racingCollisionHandler(uint16_t b1, uint16_t j1, uint16_t b2,
return 1;
}
LCR_GameUnit _LCR_racingSmoothRot(LCR_GameUnit angleNew, LCR_GameUnit angleOld)
LCR_GameUnit _LCR_racingInterpolateRot(LCR_GameUnit angleNew,
LCR_GameUnit angleOld, LCR_GameUnit interpolationParam)
{
/* 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. */
angleNew %= LCR_GAME_UNIT;
if (angleNew < 0)
angleNew += LCR_GAME_UNIT;
angleOld %= LCR_GAME_UNIT;
if (angleOld < 0)
angleOld += LCR_GAME_UNIT;
LCR_GameUnit diff = angleNew - angleOld;
if (diff > LCR_GAME_UNIT / 8 || diff < -1 * LCR_GAME_UNIT / 8)
return angleNew;
LCR_GameUnit diff2 = (diff > 0) ?
-1 * (LCR_GAME_UNIT - diff) :
(LCR_GAME_UNIT + diff);
return angleOld + diff / 2;
return angleOld + ((TPE_abs(diff) < TPE_abs(diff2) ?
diff : diff2) * interpolationParam) / LCR_GAME_UNIT;
}
TPE_Vec3 _LCR_racingGetWheelCenterPoint(void)
@ -1121,12 +1130,13 @@ void LCR_racingGetCarTransform(LCR_GameUnit position[3],
position[1] = v.y;
position[2] = v.z;
rotation[0] = _LCR_racingSmoothRot(LCR_racing.carRotations[0].x,
LCR_racing.carRotations[1].x);
rotation[1] = _LCR_racingSmoothRot(LCR_racing.carRotations[0].y,
LCR_racing.carRotations[1].y);
rotation[2] = _LCR_racingSmoothRot(LCR_racing.carRotations[0].z,
LCR_racing.carRotations[1].z);
rotation[0] = _LCR_racingInterpolateRot(LCR_racing.carRotations[0].x,
LCR_racing.carRotations[1].x,interpolationParam);
rotation[1] = _LCR_racingInterpolateRot(LCR_racing.carRotations[0].y,
LCR_racing.carRotations[1].y,interpolationParam);
rotation[2] = _LCR_racingInterpolateRot(LCR_racing.carRotations[0].z,
LCR_racing.carRotations[1].z,interpolationParam);
#else
position[0] = LCR_racing.carPositions[0].x;
position[1] = LCR_racing.carPositions[0].y;