Continue ghost

This commit is contained in:
Miloslav Ciz 2025-01-22 21:39:14 +01:00
parent dc66182afb
commit bcf692d471
3 changed files with 93 additions and 102 deletions

View file

@ -23,6 +23,7 @@
=========== BUGS =================
- why does the ghost stop in front of the finish?
- drawing dithered transparent objects fills z-buffer in the transparent parts
and then the geometry behind it isn't drawn <- PARTIALLY FIXED NOW

142
game.h
View file

@ -355,45 +355,36 @@ void _LCR_gameGetNthGhostSample(unsigned int n,
{
n *= LCR_GHOST_SAMPLE_SIZE;
position[0] = LCR_game.ghost.samples[n];
n++;
position[0] = LCR_game.ghost.samples[n];
n++;
position[0] |=
((LCR_GameUnit) (LCR_game.ghost.samples[n] & 0x01)) << 8;
position[1] = LCR_game.ghost.samples[n] >> 1;
position[0] |= ((LCR_GameUnit) (LCR_game.ghost.samples[n] & 0x01)) << 8;
position[1] = LCR_game.ghost.samples[n] >> 1;
n++;
n++;
position[1] |= ((LCR_GameUnit) (LCR_game.ghost.samples[n] & 0x07)) << 7;
position[2] = LCR_game.ghost.samples[n] >> 3;
position[1] |=
((LCR_GameUnit) (LCR_game.ghost.samples[n] & 0x07)) << 7;
position[2] = LCR_game.ghost.samples[n] >> 3;
n++;
position[2] |= ((LCR_GameUnit) (LCR_game.ghost.samples[n] & 0x0f)) << 5;
rotation[0] = LCR_game.ghost.samples[n] >> 4;
n++;
n++;
rotation[1] = LCR_game.ghost.samples[n] & 0x0f;
rotation[2] = LCR_game.ghost.samples[n] >> 4;
position[2] |=
((LCR_GameUnit) (LCR_game.ghost.samples[n] & 0x0f)) << 5;
for (int i = 0; i < 3; ++i)
{
if (i != 1)
position[i] <<= 1;
rotation[0] = LCR_game.ghost.samples[n] >> 4;
position[i] = (position[i] * LCR_GAME_UNIT) / 16;
n++;
rotation[1] = LCR_game.ghost.samples[n] & 0x0f;
rotation[2] = LCR_game.ghost.samples[n] >> 4;
for (int i = 0; i < 3; ++i)
{
if (i != 2)
position[i] <<= 1;
position[i] = (position[i] * LCR_GAME_UNIT) / 16;
position[i] -=
(LCR_MAP_SIZE_BLOCKS / 2) *
(i == 1 ? LCR_GAME_UNIT / 2 : LCR_GAME_UNIT);
rotation[i] = (rotation[i] * LCR_GAME_UNIT) / 16;
}
position[i] -= (LCR_MAP_SIZE_BLOCKS / 2) *
(i == 1 ? LCR_GAME_UNIT / 2 : LCR_GAME_UNIT);
rotation[i] = (rotation[i] * LCR_GAME_UNIT) / 16;
}
}
void LCR_gameGhostGetTransform(uint32_t frame,
@ -401,34 +392,38 @@ void LCR_gameGhostGetTransform(uint32_t frame,
{
unsigned int n = ((frame >> LCR_game.ghost.stretch) / LCR_SETTING_GHOST_STEP);
_LCR_gameGetNthGhostSample(n % 64,position,rotation);
_LCR_gameGetNthGhostSample(n % 64,position,rotation);
if (n < LCR_SETTING_GHOST_MAX_SAMPLES - 1)
{
LCR_GameUnit carTransform[6];
// interpolate
_LCR_gameGetNthGhostSample((n % 64) + 1,carTransform,carTransform + 3);
n = (frame >> LCR_game.ghost.stretch) % LCR_SETTING_GHOST_STEP;
for (int i = 0; i < 3; ++i)
if (n < LCR_SETTING_GHOST_MAX_SAMPLES - 1)
{
position[i] = position[i] +
((carTransform[i] - position[i]) * n) /
LCR_GameUnit carTransform[6];
// interpolate:
_LCR_gameGetNthGhostSample((n % 64) + 1,carTransform,carTransform + 3);
n = (frame >> LCR_game.ghost.stretch) % LCR_SETTING_GHOST_STEP;
for (int i = 0; i < 3; ++i)
{
position[i] = position[i] + ((carTransform[i] - position[i]) * n) /
LCR_SETTING_GHOST_STEP;
// rotations are a bit harder to interpolate (e.g. 1 -> 359 deg.)
carTransform[3 + i] -= rotation[i];
if ((carTransform[3 + i] > LCR_GAME_UNIT / 2) ||
(carTransform[3 + i] < -1 * LCR_GAME_UNIT / 2))
carTransform[3 + i] = -1 *(
carTransform[3 + i] > 0 ?
LCR_GAME_UNIT - carTransform[3 + i] :
(-1 * LCR_GAME_UNIT - carTransform[3 + i]));
rotation[i] = (LCR_GAME_UNIT + (rotation[i] + (n * carTransform[3 + i])
/ LCR_SETTING_GHOST_STEP)) % LCR_GAME_UNIT;
}
}
}
}
void _LCR_gamePrepareGhost(void)
{
LCR_GameUnit carTransform[6];
@ -448,44 +443,39 @@ void _LCR_gamePrepareGhost(void)
LCR_game.ghost.stretch++;
}
while (!LCR_replayHasFinished())
while (1)
{
if (LCR_racing.tick % (LCR_SETTING_GHOST_STEP << LCR_game.ghost.stretch)
== 0)
== 0 || LCR_replayHasFinished())
{
LCR_racingGetCarTransform(carTransform,carTransform + 3,0);
for (int i = 0; i < 3; ++i)
{
carTransform[i] += (LCR_MAP_SIZE_BLOCKS / 2) * (i == 1 ? LCR_GAME_UNIT
/ 2 : LCR_GAME_UNIT); // make non-negative
for (int i = 0; i < 3; ++i)
{
// convert positions to unsigned 10 bit values
// convert to 10 bit value:
carTransform[i] = (carTransform[i] * 16) / LCR_GAME_UNIT;
carTransform[i] += // make non-negative
(LCR_MAP_SIZE_BLOCKS / 2) * (i == 1 ? LCR_GAME_UNIT / 2 : LCR_GAME_UNIT);
// convert to 10 bit value
carTransform[i] = (carTransform[i] * 16) / LCR_GAME_UNIT;
// conv. rots to 4 bits, we rely on them being non-negative!
carTransform[3 + i] =
(carTransform[3 + i] * 16) / LCR_GAME_UNIT;
}
// conv. rotations to 4 bits, we rely on them being non-negative!
carTransform[3 + i] = (carTransform[3 + i] * 16) / LCR_GAME_UNIT;
}
// format: XXXXXXXX YYYYYYYX ZZZZZYYY AAAAZZZZ CCCCBBBB
currentSample[0] = carTransform[0] >> 1;
currentSample[1] =
((carTransform[0] >> 9) & 0x01) |
(carTransform[1] << 1);
((carTransform[0] >> 9) & 0x01) | (carTransform[1] << 1);
currentSample[2] =
((carTransform[1] >> 7) & 0x07) |
((carTransform[2] << 2) & 0xf8);
((carTransform[1] >> 7) & 0x07) | ((carTransform[2] << 2) & 0xf8);
currentSample[3] =
((carTransform[2] >> 5) & 0x0f) |
(carTransform[3] << 4);
((carTransform[2] >> 6) & 0x0f) | (carTransform[3] << 4);
currentSample[4] =
(carTransform[4] & 0x0f) |
(carTransform[5] << 4);
(carTransform[4] & 0x0f) | (carTransform[5] << 4);
if (LCR_replayHasFinished())
break;
currentSample += LCR_GHOST_SAMPLE_SIZE;
}

View file

@ -1295,34 +1295,34 @@ uint32_t LCR_racingStep(unsigned int input)
LCR_racing.carBody.joints[i].velocity[2] = jv.z;
}
driftFriction /= 4;
driftFriction /= 4;
if ((!LCR_racing.carDrifting) &&
driftFriction > LCR_CAR_DRIFT_THRESHOLD_1)
{
LCR_LOG1("drift start");
LCR_racing.carDrifting = 1;
}
else if (LCR_racing.carDrifting &&
driftFriction < LCR_CAR_DRIFT_THRESHOLD_0)
{
LCR_LOG1("drift end");
LCR_racing.carDrifting = 0;
}
if ((!LCR_racing.carDrifting) &&
driftFriction > LCR_CAR_DRIFT_THRESHOLD_1)
{
LCR_LOG1("drift start");
LCR_racing.carDrifting = 1;
}
else if (LCR_racing.carDrifting &&
driftFriction < LCR_CAR_DRIFT_THRESHOLD_0)
{
LCR_LOG1("drift end");
LCR_racing.carDrifting = 0;
}
/* The following fixes "sticking to a wall" issue by adding a small spin
to the car when trying to steer at very small velocity. */
if (steering &&
(input & (LCR_RACING_INPUT_FORW | LCR_RACING_INPUT_BACK)) &&
(LCR_racing.wheelCollisions & 0x0f) &&
LCR_racingGetCarSpeedUnsigned() < (LCR_GAME_UNIT / 25))
{
LCR_LOG2("spinning car a bit");
/* The following fixes "sticking to a wall" issue by adding a small spin
to the car when trying to steer at very small velocity. */
if (steering &&
(input & (LCR_RACING_INPUT_FORW | LCR_RACING_INPUT_BACK)) &&
(LCR_racing.wheelCollisions & 0x0f) &&
LCR_racingGetCarSpeedUnsigned() < (LCR_GAME_UNIT / 25))
{
LCR_LOG2("spinning car a bit");
TPE_bodySpin(&LCR_racing.carBody,TPE_vec3(0,
steering == ((input & LCR_RACING_INPUT_LEFT) != 0) ?
TPE_F / 32 : -1 * TPE_F / 32,0));
}
TPE_bodySpin(&LCR_racing.carBody,TPE_vec3(0,
steering == ((input & LCR_RACING_INPUT_LEFT) != 0) ?
TPE_F / 32 : -1 * TPE_F / 32,0));
}
}
if ((!(input & LCR_RACING_INPUT_LEFT)) &&