Check front collision
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d0bbd09856
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5a3db49cc1
2 changed files with 61 additions and 39 deletions
4
assets.h
4
assets.h
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@ -26,7 +26,7 @@ static const uint8_t map1[] =
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LCR_MAP_BLOCK(LCR_BLOCK_START,1,1,1,0,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,0,0,0,LCR_BLOCK_MATERIAL_GRASS,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,0,0,0,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_CUBOID_FILL,15,1,20,0,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,0,0,20,LCR_BLOCK_MATERIAL_CONCRETE,0),
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@ -69,6 +69,8 @@ LCR_MAP_BLOCK(LCR_BLOCK_CUBOID_FILL,2,5,1,0,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,3,6,6,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_CUBOID_FILL,2,1,3,0,0),
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LCR_MAP_BLOCK(LCR_BLOCK_CORNER,1,1,4,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,15,0,0,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_CUBOID_FILL,10,1,15,0,0),
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96
racing.h
96
racing.h
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@ -799,53 +799,73 @@ void LCR_racingStep(unsigned int input)
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}
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}
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// now make a special test for a "pinch" front collision
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TPE_Vec3 frontWheelMiddle = TPE_vec3Plus(
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LCR_racing.carBody.joints[0].position,
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LCR_racing.carBody.joints[1].position);
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frontWheelMiddle.x /= 2;
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frontWheelMiddle.y /= 2;
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frontWheelMiddle.z /= 2;
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frontWheelMiddle = TPE_vec3Minus(frontWheelMiddle,
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_LCR_racingEnvironmentFunction(frontWheelMiddle,LCR_PHYSICS_UNIT / 4));
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uint8_t frontCollision = frontWheelMiddle.x == 0 && frontWheelMiddle.y == 0 &&
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frontWheelMiddle.z == 0;
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if ((LCR_racing.carBody.flags & TPE_BODY_FLAG_UNRESOLVED) ||
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!_LCR_racingCarShapeOK())
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{
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// car not OK
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if (LCR_racing.carNotOKCount > 8) // TODO: constant
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if (frontCollision)
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{
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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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if (LCR_racing.carNotOKCount < 30) // TODO: const
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{
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// for a while try to smoothly iterate towards previous OK position
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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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}
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else // hard set the pos (iteration may be infinite due to sim.)
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LCR_racing.carBody.joints[i].position = LCR_racing.carOKPositions[i];
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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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// stop the car immediately
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LCR_LOG1("car front pierced");
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LCR_racing.carNotOKCount += (LCR_racing.carNotOKCount < 15 ? 32 : 0); // TODO: consts
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}
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LCR_racing.carNotOKCount += LCR_racing.carNotOKCount < 32 ? 1 : 0;
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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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LCR_racing.carNotOKCount = 0;
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if ((LCR_racing.carBody.flags & TPE_BODY_FLAG_UNRESOLVED) || frontCollision ||
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!_LCR_racingCarShapeOK())
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{
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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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if (LCR_racing.carNotOKCount > 5) // TODO: constant
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{
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LCR_LOG1("car not OK (short), fixing");
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for (int i = 0; i < LCR_CAR_JOINTS; ++i)
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{
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if (LCR_racing.carNotOKCount < 50) // TODO: const
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{
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// for a while try to smoothly iterate towards previous OK position
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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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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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else // hard set the pos (iteration may be infinite due to sim.)
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{
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LCR_LOG1("car not OK (long), teleporting");
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LCR_racing.carBody.joints[i].position = LCR_racing.carOKPositions[i];
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}
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}
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}
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LCR_racing.carNotOKCount += LCR_racing.carNotOKCount < 255 ? 1 : 0;
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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 = 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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