Clean a bit
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parent
beda272f18
commit
3310008a0d
2 changed files with 57 additions and 118 deletions
37
assets.h
37
assets.h
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@ -16,8 +16,6 @@
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#include <stdint.h>
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#include "map.h"
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// TODO: images should be 64x64 indexed, sky will be composed of 2x2 normal images
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static const uint8_t map1[] =
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{
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LCR_MAP_MAGIC_NUMBER,
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@ -48,10 +46,13 @@ LCR_MAP_BLOCK(LCR_BLOCK_START,32,1,32,0,LCR_BLOCK_TRANSFORM_ROT_180),
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#define LCR_IMAGE_SIZE 64 ///< one-dimension resolution of bitmap image
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#define LCR_IMAGE_STORE_SIZE (LCR_IMAGE_SIZE * LCR_IMAGE_SIZE + 256 * 2)
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// TODO: put this into struct
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uint16_t _LCR_currentImagePalette[256];
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const uint8_t *_LCR_currentImagePixel;
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const uint8_t *_LCR_currentImage;
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struct
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{
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uint16_t palette[256];
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const uint8_t *pixel;
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const uint8_t *image;
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} LCR_currentImage;
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#define LCR_IMAGE_WALL_CONCRETE 0
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#define LCR_IMAGE_WALL_WOOD 1
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@ -6138,17 +6139,17 @@ static const uint8_t LCR_images[] =
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void LCR_loadImage(unsigned int index)
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{
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_LCR_currentImage = LCR_images + index * LCR_IMAGE_STORE_SIZE;
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LCR_currentImage.image = LCR_images + index * LCR_IMAGE_STORE_SIZE;
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for (int i = 0; i < 256; ++i)
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{
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_LCR_currentImagePalette[i] = *_LCR_currentImage;
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_LCR_currentImage++;
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_LCR_currentImagePalette[i] |= ((uint16_t) (*_LCR_currentImage)) << 8;
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_LCR_currentImage++;
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LCR_currentImage.palette[i] = *LCR_currentImage.image;
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LCR_currentImage.image++;
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LCR_currentImage.palette[i] |= ((uint16_t) (*LCR_currentImage.image)) << 8;
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LCR_currentImage.image++;
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}
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_LCR_currentImagePixel = _LCR_currentImage;
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LCR_currentImage.pixel = LCR_currentImage.image;
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}
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/**
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@ -6159,11 +6160,11 @@ void LCR_imageChangeBrightness(int up)
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{
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if (up)
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for (int i = 0; i < 256; ++i)
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_LCR_currentImagePalette[i] |= 0x18e3;
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LCR_currentImage.palette[i] |= 0x18e3;
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else
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for (int i = 0; i < 256; ++i)
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_LCR_currentImagePalette[i] =
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((_LCR_currentImagePalette[i] >> 1) & 0x7bef);
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LCR_currentImage.palette[i] =
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((LCR_currentImage.palette[i] >> 1) & 0x7bef);
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}
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/**
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@ -6175,7 +6176,7 @@ uint16_t LCR_sampleImage(int x, int y)
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// TODO: bottleneck, later on optimize here
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x = (y % LCR_IMAGE_SIZE) * LCR_IMAGE_SIZE + (x % LCR_IMAGE_SIZE);
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x += (x < 0) * (LCR_IMAGE_SIZE * LCR_IMAGE_SIZE);
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return _LCR_currentImagePalette[_LCR_currentImage[x]];
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return LCR_currentImage.palette[LCR_currentImage.image[x]];
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}
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/**
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@ -6184,8 +6185,8 @@ uint16_t LCR_sampleImage(int x, int y)
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*/
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uint16_t LCR_getNextImagePixel(void)
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{
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uint16_t r = _LCR_currentImagePalette[*_LCR_currentImagePixel];
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_LCR_currentImagePixel++;
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uint16_t r = LCR_currentImage.palette[*LCR_currentImage.pixel];
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LCR_currentImage.pixel++;
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return r;
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}
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132
racing.h
132
racing.h
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@ -16,7 +16,6 @@ typedef int32_t LCR_GameUnit; ///< abstract game unit
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#define LCR_PHYSICS_UNIT 2048 ///< length of map square for physics engine
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#define TPE_RESHAPE_TENSION_LIMIT 10
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#define TPE_RESHAPE_ITERATIONS 5
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@ -25,18 +24,6 @@ typedef int32_t LCR_GameUnit; ///< abstract game unit
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// TODO: move some of this to constants?
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#if 0
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#define LCR_GRAVITY (LCR_PHYSICS_UNIT / 100)
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#define LCR_CAR_FORWARD_FRICTION (TPE_F / 11)
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#define LCR_CAR_TURN_FRICTION (4 * TPE_F / 4)
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#define LCR_CAR_ELASTICITY (TPE_F / 100)
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#define LCR_CAR_ACCELERATION (LCR_PHYSICS_UNIT / 15)
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#define LCR_CAR_TURN_SPEED (LCR_GAME_UNIT / 20)
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#define LCR_CAR_TURN_MAX (LCR_GAME_UNIT / 4)
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#else
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#define LCR_GRAVITY (LCR_PHYSICS_UNIT / 140)
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#define LCR_CAR_FORWARD_FRICTION (TPE_F / 9)
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#define LCR_CAR_TURN_FRICTION (TPE_F)
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@ -45,8 +32,6 @@ typedef int32_t LCR_GameUnit; ///< abstract game unit
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#define LCR_CAR_TURN_SPEED (LCR_GAME_UNIT / 18)
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#define LCR_CAR_TURN_MAX ((7 * LCR_GAME_UNIT) / 24)
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#endif
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#define LCR_CAR_JOINTS 5
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#define LCR_CAR_CONNECTIONS 10
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@ -339,52 +324,12 @@ if (LCR_currentMap.startPos[3])
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(LCR_currentMap.startPos[3] == LCR_BLOCK_TRANSFORM_ROT_180 ? TPE_F / 2 :
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(TPE_F / 4)),0));
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/*
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const uint8_t *b = LCR_currentMap.blocks;
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for (int i = 0; i < LCR_currentMap.blockCount; ++i)
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{
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if (*b == LCR_BLOCK_START)
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{
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uint8_t x, y, z;
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LCR_LOG1("placing car to start position");
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LCR_mapBlockGetCoords(b,&x,&y,&z);
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TPE_bodyMoveTo(&(LCR_racing.carBody),
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TPE_vec3(
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(((TPE_Unit) x) - LCR_MAP_SIZE_BLOCKS / 2) * LCR_PHYSICS_UNIT +
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LCR_PHYSICS_UNIT / 2,
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(((TPE_Unit) y) - LCR_MAP_SIZE_BLOCKS / 2) * LCR_PHYSICS_UNIT / 2 +
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LCR_PHYSICS_UNIT / 4,
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(((TPE_Unit) z) - LCR_MAP_SIZE_BLOCKS / 2) * LCR_PHYSICS_UNIT +
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LCR_PHYSICS_UNIT / 2
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));
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// resuse x:
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x = LCR_mapBlockGetTransform(b) & 0x60;
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if (x)
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TPE_bodyRotateByAxis(&(LCR_racing.carBody),
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TPE_vec3(0,x == LCR_BLOCK_TRANSFORM_ROT_90 ? TPE_F / 4 :
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(x == LCR_BLOCK_TRANSFORM_ROT_180 ? TPE_F / 2 : (3 * TPE_F / 4)),0));
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}
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b += LCR_BLOCK_SIZE;
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}
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*/
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for (int i = 0; i < LCR_CAR_JOINTS; ++i)
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LCR_racing.carOKPositions[i] = TPE_vec3(0,0,0);
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LCR_racing.carNotOKCount = 0;
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// TODO
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}
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@ -676,13 +621,13 @@ LCR_racing.carPositions[0] =
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if (angle < TPE_F / 4) // TODO: magic constant
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{
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LCR_LOG2("car roof low, applying anti force")
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LCR_LOG2("roof squeezed, applying anti force")
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tmpVec = TPE_vec3Times(carUp,LCR_PHYSICS_UNIT / 16); // TODO: 16 magic con.
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if (angle <= 0)
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{
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LCR_LOG1("car roof flipped over, fixing")
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LCR_LOG1("roof flipped over, fixing")
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LCR_racing.carBody.joints[4].position = wheelAverage;
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angle = 0;
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}
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@ -700,75 +645,68 @@ LCR_racing.carPositions[0] =
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}
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}
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// now try to decide if car shape is OK
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TPE_Unit v1, v2;
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angle =
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(TPE_vec3Dot(
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v1 = TPE_vec3Dot(
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TPE_vec3Minus(
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LCR_racing.carBody.joints[1].position,
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LCR_racing.carBody.joints[0].position),
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TPE_vec3Minus(
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LCR_racing.carBody.joints[2].position,
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LCR_racing.carBody.joints[0].position)) +
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TPE_vec3Dot(
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LCR_racing.carBody.joints[3].position,
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LCR_racing.carBody.joints[0].position));
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v2 = TPE_vec3Dot(
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TPE_vec3Minus(
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LCR_racing.carBody.joints[0].position,
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LCR_racing.carBody.joints[3].position),
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LCR_racing.carBody.joints[1].position,
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LCR_racing.carBody.joints[2].position),
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TPE_vec3Minus(
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LCR_racing.carBody.joints[2].position,
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LCR_racing.carBody.joints[3].position)));
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LCR_racing.carBody.joints[3].position,
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LCR_racing.carBody.joints[2].position));
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int carOK = 1; // TODO: for checking if car shape is fine, if we're inside a wall etc.
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v1 = v1 > v2 ? ((v1 * LCR_GAME_UNIT) / TPE_nonZero(v2)) :
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((v2 * LCR_GAME_UNIT) / TPE_nonZero(v1));
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if (angle < 1900 || angle > 2350 ||
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(LCR_racing.carBody.flags & TPE_BODY_FLAG_UNRESOLVED))
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carOK = 0;
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#define _TOLERANCE (LCR_GAME_UNIT / 8)
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if (carOK)
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if ((LCR_racing.carBody.flags & TPE_BODY_FLAG_UNRESOLVED) ||
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v1 < (LCR_GAME_UNIT - _TOLERANCE) ||
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v1 > (LCR_GAME_UNIT + _TOLERANCE))
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{
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LCR_racing.carNotOKCount -= LCR_racing.carNotOKCount ? 1 : 0;
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// car not OK
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for (int i = 0; i < LCR_CAR_JOINTS; ++i)
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LCR_racing.carOKPositions[i] = LCR_racing.carBody.joints[i].position;
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}
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else
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{
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if (LCR_racing.carNotOKCount > 5)
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if (LCR_racing.carNotOKCount > 8) // TODO: constant
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{
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LCR_LOG1("car not OK, fixing");
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LCR_LOG1("car not OK for some time, fixing");
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for (int i = 0; i < LCR_CAR_JOINTS; ++i)
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{
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// iterate towards previous OK position
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LCR_racing.carBody.joints[i].position =
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TPE_vec3Plus(
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LCR_racing.carBody.joints[i].position,
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TPE_vec3Plus(LCR_racing.carBody.joints[i].position,
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LCR_racing.carOKPositions[i]);
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LCR_racing.carBody.joints[i].position.x /= 2;
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LCR_racing.carBody.joints[i].position.y /= 2;
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LCR_racing.carBody.joints[i].position.z /= 2;
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//LCR_racing.carBody.joints[i].velocity[0] = 0;
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//LCR_racing.carBody.joints[i].velocity[1] = 0;
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//LCR_racing.carBody.joints[i].velocity[2] = 0;
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for (int j = 0; j < 3; ++j) // lower speed a bit
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LCR_racing.carBody.joints[i].velocity[j] =
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(7 * ((int) LCR_racing.carBody.joints[i].velocity[j])) / 8;
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}
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// TPE_bodyReshape(&(LCR_racing.carBody),
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// LCR_racing.physicsWorld.environmentFunction);
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// TODO
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// LCR_racing.carNotOKCount = 0;
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}
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else
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LCR_racing.carNotOKCount++;
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}
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else
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{
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// car OK
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LCR_racing.carNotOKCount -= LCR_racing.carNotOKCount ? 1 : 0;
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for (int i = 0; i < LCR_CAR_JOINTS; ++i)
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LCR_racing.carOKPositions[i] = LCR_racing.carBody.joints[i].position;
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}
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LCR_racing.tick++;
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