Fix car params

This commit is contained in:
Miloslav Ciz 2024-12-03 22:31:19 +01:00
parent d6380a0e45
commit be322fb37a
3 changed files with 61 additions and 34 deletions

View file

@ -19,13 +19,20 @@
static const char *LCR_maps[] =
{
"LM;;;0;#*s1s0"
"#=s0s0 #fd190"
"#=C0s1 #fd190"
"#=M0s2 #fd190"
"#=W0s3 #fd190"
"#(s0r0"
"#~t1t2 #~u1t2 #~t1u2"
"#^t0r0"
"#=s0s0 #fd190" // big concrete
"#=s0B0 #fd910" // concrete wall
"#^s1A0 #f7110" // ramps before wall
"#;p0w0L #f5130" // bugs
"#=C0s1 #fd190" // big dirt
"#=M0s2 #fd190" // big grass
"#=W0s3 #fd190" // big ice
"#(s0r0" // hill
"#~t1t2 #~u1t2 #~t1u2" // bumps
"#^t0r0 #f7110 " // ramps
};
#define LCR_IMAGE_SIZE 64 ///< one-dimension resolution of bitmap image

2
game.h
View file

@ -247,6 +247,8 @@ if ((LCR_racing.tick % 32) == 0)
LCR_game.controlMode = LCR_game.controlMode == LCR_CONTROL_MODE_FREECAM ?
LCR_CONTROL_MODE_DRIVE : LCR_CONTROL_MODE_FREECAM;
else if (LCR_keyStates[LCR_KEY_B] == 30)
LCR_racingRestart();
else if (LCR_keyStates[LCR_KEY_B] == 60)
LCR_game.debugDraw = !LCR_game.debugDraw;
while (time >= LCR_game.nextRacingTickTime)

View file

@ -19,7 +19,7 @@ typedef int32_t LCR_GameUnit; ///< abstract game unit
#define LCR_RACING_EVENT_CRASH_SMALL 0x0004
#define LCR_RACING_EVENT_CRASH_BIG 0x0008
#define LCR_PHYSICS_UNIT 2048 ///< length of map square for physics engine
#define LCR_PHYSICS_UNIT 4096 ///< length of map square for physics engine
#define TPE_RESHAPE_TENSION_LIMIT 10
#define TPE_RESHAPE_ITERATIONS 5
@ -31,12 +31,16 @@ typedef int32_t LCR_GameUnit; ///< abstract game unit
#define LCR_GRAVITY (LCR_PHYSICS_UNIT / 160)
#define LCR_CAR_FORWARD_FRICTION (TPE_F / 180)
#define LCR_CAR_AIR_FRICTION ((LCR_GAME_UNIT * 3) / 4)
//#define LCR_CAR_AIR_FRICTION ((LCR_GAME_UNIT * 3) / 4)
#define LCR_CAR_AIR_FRICTION 32
#define LCR_CAR_STAND_FRICTION_MULTIPLIER 16
#define LCR_CAR_STEER_FRICTION (TPE_F)
#define LCR_CAR_ELASTICITY (TPE_F / 50)
#define LCR_CAR_ACCELERATION (LCR_PHYSICS_UNIT / 90)
#define LCR_CAR_STEER_SPEED (LCR_GAME_UNIT / 32)
#define LCR_CAR_ELASTICITY (TPE_F / 150)
//#define LCR_CAR_ACCELERATION (LCR_PHYSICS_UNIT / 90)
#define LCR_CAR_ACCELERATION (LCR_PHYSICS_UNIT / 20)
#define LCR_CAR_STEER_SPEED (LCR_GAME_UNIT / 16)
#define LCR_CAR_STEER_MAX ((7 * LCR_GAME_UNIT) / 24)
// TODO
@ -429,7 +433,30 @@ void LCR_racingRestart(void)
LCR_racing.carRotations[0] = TPE_vec3(0,0,0);
LCR_racing.carRotations[1] = LCR_racing.carRotations[0];
// make the car body:
TPE_makeCenterRectFull(LCR_racing.carJoints,
LCR_racing.carConnections,
LCR_PHYSICS_UNIT / 2,
(LCR_PHYSICS_UNIT * 3) / 4,
LCR_PHYSICS_UNIT / 8);
LCR_racing.carJoints[4].position.y += LCR_PHYSICS_UNIT / 6;
LCR_racing.carJoints[4].sizeDivided *= 3;
LCR_racing.carJoints[4].sizeDivided /= 2;
TPE_bodyInit(&(LCR_racing.carBody),LCR_racing.carJoints,LCR_CAR_JOINTS,
LCR_racing.carConnections,LCR_CAR_CONNECTIONS,TPE_F);
LCR_racing.carBody.friction = LCR_CAR_FORWARD_FRICTION;
LCR_racing.carBody.elasticity = LCR_CAR_ELASTICITY;
LCR_racing.carBody.flags |= TPE_BODY_FLAG_ALWAYS_ACTIVE;
/* We disable bounding sphere checks because that would lead to calling env.
function with large min. distance which would lead to slow iteration over
all map blocks. */
LCR_racing.carBody.flags |= TPE_BODY_FLAG_NO_BSPHERE;
TPE_bodyMoveTo(&(LCR_racing.carBody),
TPE_vec3(
(((TPE_Unit) LCR_currentMap.startPos[0]) - LCR_MAP_SIZE_BLOCKS / 2)
@ -463,33 +490,16 @@ void LCR_racingInit(void)
{
LCR_LOG0("initializing racing engine");
// make the car body:
TPE_makeCenterRectFull(LCR_racing.carJoints,
LCR_racing.carConnections,
LCR_PHYSICS_UNIT / 2,
(LCR_PHYSICS_UNIT * 3) / 4,
LCR_PHYSICS_UNIT / 8);
LCR_racing.carJoints[4].position.y += LCR_PHYSICS_UNIT / 6;
LCR_racing.carJoints[4].sizeDivided *= 3;
LCR_racing.carJoints[4].sizeDivided /= 2;
TPE_bodyInit(&(LCR_racing.carBody),LCR_racing.carJoints,LCR_CAR_JOINTS,
LCR_racing.carConnections,LCR_CAR_CONNECTIONS,TPE_F);
TPE_worldInit(&(LCR_racing.physicsWorld),
&(LCR_racing.carBody),1,_LCR_racingEnvironmentFunction);
LCR_racing.physicsWorld.collisionCallback = _LCR_racingCollisionHandler;
LCR_racing.carBody.friction = LCR_CAR_FORWARD_FRICTION;
LCR_racing.carBody.elasticity = LCR_CAR_ELASTICITY;
LCR_racing.carBody.flags |= TPE_BODY_FLAG_ALWAYS_ACTIVE;
/* We disable bounding sphere checks because that would lead to calling env.
function with large min. distance which would lead to slow iteration over
all map blocks. */
LCR_racing.carBody.flags |= TPE_BODY_FLAG_NO_BSPHERE;
}
/**
@ -571,12 +581,18 @@ void _LCR_racingWheelAccelerate(unsigned int wheel, TPE_Vec3 dir,
LCR_CAR_ACCELERATION_GRASS :
LCR_CAR_ACCELERATION);
/*
acc -=
(acc * LCR_racing.carSpeed) / LCR_CAR_AIR_FRICTION;
*/
acc =
acc / (1 + (LCR_racing.carSpeed / LCR_CAR_AIR_FRICTION));
/*
if (acc < 0)
acc = 0;
*/
LCR_racing.carBody.joints[wheel].velocity[0] +=
@ -754,8 +770,10 @@ if (!(input & (LCR_RACING_INPUT_FORW | LCR_RACING_INPUT_BACK)))
/* friction is in the direction if the axis and its magnitude is
determined by the dot product (angle) of the axis and velocity */
TPE_Vec3 fric = TPE_vec3Times(ja,(TPE_vec3Dot(ja,jv) *
(groundMat == LCR_BLOCK_MATERIAL_CONCRETE ?
(/*groundMat == LCR_BLOCK_MATERIAL_CONCRETE*/ 1 ?
LCR_CAR_STEER_FRICTION :
(groundMat == LCR_BLOCK_MATERIAL_DIRT ?
LCR_CAR_STEER_FRICTION_DIRT :