Try to handle car turtle
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53096517c9
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3 changed files with 145 additions and 23 deletions
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@ -1,7 +1,7 @@
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#include <stdio.h>
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#include <stdio.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL.h>
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#define LCR_SETTING_LOG_LEVEL 0
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#define LCR_SETTING_LOG_LEVEL 2
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#include "game.h"
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#include "game.h"
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#include "debug.h"
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#include "debug.h"
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163
racing.h
163
racing.h
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@ -15,6 +15,10 @@ typedef int32_t LCR_GameUnit; ///< abstract game unit
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#define LCR_RACING_INPUT_LEFT 0x08
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#define LCR_RACING_INPUT_LEFT 0x08
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#define LCR_PHYSICS_UNIT 2048 ///< length of map square for physics engine
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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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#include "map.h"
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#include "map.h"
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#include "tinyphysicsengine.h"
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#include "tinyphysicsengine.h"
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@ -35,16 +39,14 @@ typedef int32_t LCR_GameUnit; ///< abstract game unit
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#define LCR_GRAVITY (LCR_PHYSICS_UNIT / 140)
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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_FORWARD_FRICTION (TPE_F / 9)
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#define LCR_CAR_TURN_FRICTION (4 * TPE_F / 4)
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#define LCR_CAR_TURN_FRICTION (TPE_F)
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#define LCR_CAR_ELASTICITY (TPE_F / 110)
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#define LCR_CAR_ELASTICITY (TPE_F / 110)
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#define LCR_CAR_ACCELERATION (LCR_PHYSICS_UNIT / 16)
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#define LCR_CAR_ACCELERATION (LCR_PHYSICS_UNIT / 16)
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#define LCR_CAR_TURN_SPEED (LCR_GAME_UNIT / 20)
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#define LCR_CAR_TURN_SPEED (LCR_GAME_UNIT / 18)
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#define LCR_CAR_TURN_MAX (LCR_GAME_UNIT / 4)
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#define LCR_CAR_TURN_MAX ((7 * LCR_GAME_UNIT) / 24)
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#endif
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#endif
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#define LCR_CAR_JOINTS 5
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#define LCR_CAR_JOINTS 5
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#define LCR_CAR_CONNECTIONS 10
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#define LCR_CAR_CONNECTIONS 10
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@ -64,6 +66,11 @@ struct
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TPE_Vec3 carPositions[2]; ///* Current and previous position.
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TPE_Vec3 carPositions[2]; ///* Current and previous position.
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TPE_Vec3 carRotations[2]; ///* Current and previous rotation.
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TPE_Vec3 carRotations[2]; ///* Current and previous rotation.
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TPE_Vec3 carOKPositions[LCR_CAR_JOINTS];
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uint8_t carNotOKCount;
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LCR_GameUnit wheelRotation;
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LCR_GameUnit wheelRotation;
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LCR_GameUnit wheelSteer;
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LCR_GameUnit wheelSteer;
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} LCR_racing;
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} LCR_racing;
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@ -315,9 +322,22 @@ void LCR_racingRestart(void)
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LCR_racing.carRotations[0] = TPE_vec3(0,0,0);
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LCR_racing.carRotations[0] = TPE_vec3(0,0,0);
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LCR_racing.carRotations[1] = LCR_racing.carRotations[0];
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LCR_racing.carRotations[1] = LCR_racing.carRotations[0];
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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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// TODO
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}
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}
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/**
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/**
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Initializes the racing module, only call once.
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Initializes the racing module, only call once.
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*/
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*/
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@ -353,6 +373,9 @@ void LCR_racingInit(void)
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all map blocks. */
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all map blocks. */
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LCR_racing.carBody.flags |= TPE_BODY_FLAG_NO_BSPHERE;
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LCR_racing.carBody.flags |= TPE_BODY_FLAG_NO_BSPHERE;
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TPE_bodyRotateByAxis(&LCR_racing.carBody,
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TPE_vec3(TPE_F / 3,0,0));
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LCR_racingRestart();
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LCR_racingRestart();
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}
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}
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@ -558,29 +581,24 @@ void LCR_racingStep(unsigned int input)
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TPE_worldStep(&(LCR_racing.physicsWorld));
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TPE_worldStep(&(LCR_racing.physicsWorld));
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LCR_LOG2("stepping physics engine done");
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LCR_LOG2("stepping physics engine done");
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if (TPE_vec3Dot(carUp,TPE_vec3Minus(LCR_racing.carBody.joints[4].position,
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LCR_racing.carBody.joints[0].position)) < 0)
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{
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/* if the car falls on its roof the center joint may flip to the other
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side, here we fix it */
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LCR_racing.carBody.joints[4].position = TPE_vec3Plus(TPE_vec3Times(carUp,
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LCR_GAME_UNIT / 4),LCR_racing.carBody.joints[4].position);
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}
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TPE_Vec3 tmpVec = LCR_racing.carPositions[0];
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TPE_Vec3 tmpVec = LCR_racing.carPositions[0];
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LCR_racing.carPositions[0] = // average position of 4 wheels to get car pos
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TPE_Vec3 wheelAverage =
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_LCR_TPE_vec3DividePlain(
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_LCR_TPE_vec3DividePlain(
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TPE_vec3TimesPlain(
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TPE_vec3Plus(
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TPE_vec3Plus(
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TPE_vec3Plus(
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TPE_vec3Plus(
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LCR_racing.carBody.joints[0].position,
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LCR_racing.carBody.joints[0].position,
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LCR_racing.carBody.joints[1].position),
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LCR_racing.carBody.joints[1].position),
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TPE_vec3Plus(
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TPE_vec3Plus(
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LCR_racing.carBody.joints[2].position,
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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)),4);
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),LCR_GAME_UNIT),4 * LCR_PHYSICS_UNIT);
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LCR_racing.carPositions[0] =
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_LCR_TPE_vec3DividePlain(
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TPE_vec3TimesPlain(
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wheelAverage,LCR_GAME_UNIT),
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LCR_PHYSICS_UNIT);
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LCR_racing.carPositions[0] = // smooth the position
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LCR_racing.carPositions[0] = // smooth the position
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TPE_vec3KeepWithinBox(LCR_racing.carPositions[1],LCR_racing.carPositions[0],
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TPE_vec3KeepWithinBox(LCR_racing.carPositions[1],LCR_racing.carPositions[0],
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@ -597,6 +615,111 @@ void LCR_racingStep(unsigned int input)
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LCR_racing.carRotations[1] = LCR_racing.carRotations[0];
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LCR_racing.carRotations[1] = LCR_racing.carRotations[0];
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LCR_racing.carRotations[0] = tmpVec;
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LCR_racing.carRotations[0] = tmpVec;
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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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TPE_Unit roofAngle =
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TPE_vec3Dot(carUp,TPE_vec3Normalized(TPE_vec3Minus(LCR_racing.carBody.joints[4].position,
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LCR_racing.carBody.joints[0].position)));
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if (roofAngle < 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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tmpVec = TPE_vec3Times(carUp,LCR_PHYSICS_UNIT / 16); // TODO: 16 magic con.
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if (roofAngle <= 0)
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{
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LCR_LOG1("car roof flipped over, fixing")
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LCR_racing.carBody.joints[4].position = wheelAverage;
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roofAngle = 0;
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}
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roofAngle = TPE_F - 4 * roofAngle; // 4 comes from above TPE_F / 4
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tmpVec = TPE_vec3Times(tmpVec,roofAngle);
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// accelerate roof and wheels away from each other
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for (int i = 0; i < LCR_CAR_JOINTS; ++i)
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{
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LCR_racing.carBody.joints[i].velocity[0] += (i == 4 ? 1 : -1) * tmpVec.x;
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LCR_racing.carBody.joints[i].velocity[1] += (i == 4 ? 1 : -1) * tmpVec.y;
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LCR_racing.carBody.joints[i].velocity[2] += (i == 4 ? 1 : -1) * tmpVec.z;
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}
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}
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if (1 /*carOK*/)
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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] = LCR_racing.carBody.joints[i].position;
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}
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else
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{
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LCR_racing.carNotOKCount++;
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// if (LCR_racing.carNotOKCount > 4)
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{
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LCR_LOG1("car not OK, fixing");
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for (int i = 0; i < LCR_CAR_JOINTS; ++i)
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{
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LCR_racing.carBody.joints[i].position = LCR_racing.carOKPositions[i];
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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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}
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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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}
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#if 0
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if (TPE_vec3Dot(carUp,TPE_vec3Minus(LCR_racing.carBody.joints[4].position,
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LCR_racing.carBody.joints[0].position)) < 0)
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{
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/* if the car falls on its roof the center joint may flip to the other
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side, here we fix it */
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LCR_LOG1("car roof flipped over, fixing")
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// LCR_racing.carBody.joints[4].position = TPE_vec3Plus(TPE_vec3Times(carUp,
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// LCR_PHYSICS_UNIT / 8),LCR_racing.carBody.joints[4].position);
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//tmpVec = TPE_vec3Times(carUp,LCR_PHYSICS_UNIT / 8);
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/*
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for (int j = 0; j < 4; ++j)
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LCR_racing.carBody.joints[j].position = TPE_vec3Minus(
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LCR_racing.carBody.joints[j].position,tmpVec);
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*/
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/*
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LCR_racing.carBody.joints[4].position = TPE_vec3Plus(TPE_vec3Times(carUp,
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LCR_GAME_UNIT / 4),LCR_racing.carBody.joints[4].position);
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LCR_racing.carBody.joints[4].position =
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TPE_vec3Plus(LCR_racing.carBody.joints[4],tmpVec);
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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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}
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#endif
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LCR_racing.tick++;
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LCR_racing.tick++;
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LCR_LOG2("racing step end");
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LCR_LOG2("racing step end");
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@ -941,8 +941,7 @@ void LCR_rendererDrawRect(int x, int y, unsigned int w, unsigned int h,
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unsigned long index = y * LCR_EFFECTIVE_RESOLUTION_X + x;
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unsigned long index = y * LCR_EFFECTIVE_RESOLUTION_X + x;
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if (0)
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if (dither)
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// if (dither)
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{
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{
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uint8_t parity = (x % 2) == (y % 2);
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uint8_t parity = (x % 2) == (y % 2);
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