Fix some more stuff
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ffbe827f22
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4b9b6ad8ae
3 changed files with 33 additions and 66 deletions
10
racing.h
10
racing.h
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@ -27,7 +27,7 @@ typedef int32_t LCR_GameUnit; ///< abstract game unit
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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 / 16)
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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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/*
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@ -149,7 +149,6 @@ void LCR_racingInit(void)
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void LCR_racingGetCarTransform(LCR_GameUnit position[3],
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LCR_GameUnit rotation[3], LCR_GameUnit interpolationParam)
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{
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#if LCR_SETTING_SMOOTH_ANIMATIONS
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TPE_Vec3 v = TPE_vec3Plus(
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LCR_racing.carPositions[1],
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@ -175,7 +174,6 @@ void LCR_racingGetCarTransform(LCR_GameUnit position[3],
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rotation[0] = (v.x * LCR_GAME_UNIT) / TPE_F;
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rotation[1] = (v.y * LCR_GAME_UNIT) / TPE_F;
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rotation[2] = (v.z * LCR_GAME_UNIT) / TPE_F;
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// TODO: also smooth out rotation?
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}
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void _LCR_drawPhysicsDebugPixel(uint16_t x, uint16_t y, uint8_t color)
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@ -360,9 +358,9 @@ LCR_racing.carPositions[0] =
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LCR_racing.carPositions[1],
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LCR_racing.carPositions[0],
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TPE_vec3(
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LCR_PHYSICS_UNIT / 64, // TODO: 64
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LCR_PHYSICS_UNIT / 64,
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LCR_PHYSICS_UNIT / 64
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LCR_PHYSICS_UNIT / 50, // TODO: constant
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LCR_PHYSICS_UNIT / 50,
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LCR_PHYSICS_UNIT / 50
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)
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);
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