Fix car sliding
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3 changed files with 13 additions and 5 deletions
1
TODO.txt
1
TODO.txt
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@ -1,5 +1,6 @@
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=========== GENERAL ==============
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- car deglitch idea: deglitch only if the middle joint collided this frame?
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- some kinda easteregg in menu or smt
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- make the U-ramp map taller due to new physics
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- replay format should probably record game version
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10
racing.h
10
racing.h
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@ -1156,11 +1156,13 @@ uint32_t LCR_racingStep(unsigned int input)
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LCR_racing.carBody.joints[4].velocity[1],
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LCR_racing.carBody.joints[4].velocity[2]);
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// apply gravity only if wheels are on the ground (prevents sliding a bit):
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/* Apply gravity like this: if all wheels are on ground, we don't apply
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gravity to roof. This helps prevent sliding. */
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if (((LCR_racing.wheelCollisions | (LCR_racing.wheelCollisions >> 4))
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& 0x0f) != 0x0f)
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TPE_bodyApplyGravity(&(LCR_racing.carBody),LCR_GRAVITY);
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for (i = 0; i < 5; ++i)
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if (i < 4 || (((LCR_racing.wheelCollisions |
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(LCR_racing.wheelCollisions >> 4)) & 0x0f) != 0x0f))
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LCR_racing.carBody.joints[i].velocity[1] -= LCR_GRAVITY;
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if (LCR_racing.wheelCollisions) // at least one wheel on ground?
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{
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@ -2,6 +2,9 @@
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#define _TINYPHYSICSENGINE_H
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/**
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NOTE: This is a Licar specific fork of the library. Changes made can be
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found e.g. with diff.
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tinyphysicsengine (TPE)
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Simple/suckless header-only hybrid 3D physics engine with no floating point,
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@ -1038,7 +1041,9 @@ void TPE_worldStep(TPE_World *world)
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if (hard)
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{
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TPE_bodyReshape(body,world->environmentFunction);
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/* Licar modification: we only reshape if the tension requires it. This
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prevents car from sliding when standing on ground. */
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// TPE_bodyReshape(body,world->environmentFunction);
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bodyTension /= body->connectionCount;
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