Continue antiglitch

This commit is contained in:
Miloslav Ciz 2024-09-30 02:28:27 +02:00
parent 10366c2a09
commit 4a3c9b2873

View file

@ -583,6 +583,8 @@ void LCR_racingStep(unsigned int input)
(!(input & LCR_RACING_INPUT_RIGHT)))
LCR_racing.wheelSteer /= 2;
if ((LCR_racing.wheelCollisions & 0x0f) != 0x0f) // EXPERIMENTAL: don't apply gravity with all wheels on ground
TPE_bodyApplyGravity(&(LCR_racing.carBody),LCR_GRAVITY);
@ -671,28 +673,33 @@ if ((LCR_racing.carBody.flags & TPE_BODY_FLAG_UNRESOLVED) ||
for (int i = 0; i < LCR_CAR_JOINTS; ++i)
{
// iterate towards previous OK position
if (LCR_racing.carNotOKCount < 30) // TODO: const
{
// 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 =
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;
LCR_racing.carBody.joints[i].position.x /= 2;
LCR_racing.carBody.joints[i].position.y /= 2;
LCR_racing.carBody.joints[i].position.z /= 2;
}
else // hard set the pos (iteration may be infinite due to sim.)
LCR_racing.carBody.joints[i].position = LCR_racing.carOKPositions[i];
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
LCR_racing.carNotOKCount++;
LCR_racing.carNotOKCount += LCR_racing.carNotOKCount < 32 ? 1 : 0;
}
else
{
// car OK
LCR_racing.carNotOKCount -= LCR_racing.carNotOKCount ? 1 : 0;
// LCR_racing.carNotOKCount -= LCR_racing.carNotOKCount ? 1 : 0;
LCR_racing.carNotOKCount = 0;
for (int i = 0; i < LCR_CAR_JOINTS; ++i)
LCR_racing.carOKPositions[i] = LCR_racing.carBody.joints[i].position;