Interpolate rotations
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3 changed files with 36 additions and 17 deletions
9
TODO.txt
9
TODO.txt
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@ -2,10 +2,7 @@ fuck issue trackers :D
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=========== GENERAL ==============
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- stop playing engine sound when replay finishes
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- LCR_SETTING_TEXTURE_SUBSAMPLE = 0 should turn off texturing completely
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- maybe address the jerky rotations? or not?
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- add (digital) controller support to SDL and CSFML?
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- frontends:
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- auto test frontend, with no I/O, that will just internally run a series of
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inputs and check if the output is as expected
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@ -17,7 +14,7 @@ fuck issue trackers :D
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- linux framebuffer?
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- make some kinda repo for world record runs? how will they submit it?
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- final tests:
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- check every single setting individually
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- check every single setting individually DID 1x
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- very long replay DID 1x
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- absence of music file
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- different resolutions KINDA DID 1x
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@ -86,6 +83,10 @@ fuck issue trackers :D
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theory they should (enough block space to load): try to set the exact same
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settings on PC and see if the maps load or what. IT'S BCS BUILDING THE MAP
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TEMPORARILY REQUIRES MORE BLOCKS
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- maybe address the jerky rotations? or not?
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- stop playing engine sound when replay finishes
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- add (digital) controller support to SDL and CSFML? NOT NOW, doesn't wanna
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detect it or something (or either PC)
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- on arduinos for some reason straight triangles (floor, walls, ...) on map
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don't fucking display, they seem to not be added at all, but maybe it's
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something with the "instability" due to low memory... HOWEVER on ringo (enough
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8
game.h
8
game.h
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@ -1865,6 +1865,14 @@ uint8_t LCR_gameStep(uint32_t time)
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int engineIntensity = LCR_carSpeedKMH() * 2;
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if (LCR_game.state == LCR_GAME_STATE_RUN_FINISHED)
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{
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engineIntensity -= LCR_game.time - LCR_game.stateStartTime;
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if (engineIntensity < 0)
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engineIntensity = 0;
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}
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LCR_audioSetEngineIntensity(paused ? 0 :
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(engineIntensity < 256 ? engineIntensity : 255));
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36
racing.h
36
racing.h
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@ -945,18 +945,27 @@ uint8_t _LCR_racingCollisionHandler(uint16_t b1, uint16_t j1, uint16_t b2,
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return 1;
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}
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LCR_GameUnit _LCR_racingSmoothRot(LCR_GameUnit angleNew, LCR_GameUnit angleOld)
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LCR_GameUnit _LCR_racingInterpolateRot(LCR_GameUnit angleNew,
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LCR_GameUnit angleOld, LCR_GameUnit interpolationParam)
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{
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/* We'll smooth small rotations by averaging the last two angles; bigger
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rotations won't be smoothed -- firstly this removes lag for fast rotations
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and also deals with the issue of averaging e.g. 1 and 359 degrees. */
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angleNew %= LCR_GAME_UNIT;
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if (angleNew < 0)
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angleNew += LCR_GAME_UNIT;
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angleOld %= LCR_GAME_UNIT;
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if (angleOld < 0)
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angleOld += LCR_GAME_UNIT;
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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;
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LCR_GameUnit diff2 = (diff > 0) ?
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-1 * (LCR_GAME_UNIT - diff) :
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(LCR_GAME_UNIT + diff);
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return angleOld + diff / 2;
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return angleOld + ((TPE_abs(diff) < TPE_abs(diff2) ?
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diff : diff2) * interpolationParam) / LCR_GAME_UNIT;
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}
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TPE_Vec3 _LCR_racingGetWheelCenterPoint(void)
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@ -1121,12 +1130,13 @@ void LCR_racingGetCarTransform(LCR_GameUnit position[3],
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position[1] = v.y;
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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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rotation[0] = _LCR_racingInterpolateRot(LCR_racing.carRotations[0].x,
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LCR_racing.carRotations[1].x,interpolationParam);
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rotation[1] = _LCR_racingInterpolateRot(LCR_racing.carRotations[0].y,
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LCR_racing.carRotations[1].y,interpolationParam);
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rotation[2] = _LCR_racingInterpolateRot(LCR_racing.carRotations[0].z,
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LCR_racing.carRotations[1].z,interpolationParam);
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#else
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position[0] = LCR_racing.carPositions[0].x;
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position[1] = LCR_racing.carPositions[0].y;
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