Average rotations

This commit is contained in:
Miloslav Ciz 2024-09-22 20:19:43 +02:00
parent b181256e58
commit c0aa81e79e
2 changed files with 49 additions and 32 deletions

View file

@ -54,6 +54,7 @@ struct
TPE_Vec3 carPositions[2]; ///* Current and previous position. TPE_Vec3 carPositions[2]; ///* Current and previous position.
TPE_Vec3 carRotations[2]; ///* Current and previous rotation.
LCR_GameUnit wheelRotation; LCR_GameUnit wheelRotation;
LCR_GameUnit wheelSteer; LCR_GameUnit wheelSteer;
@ -95,6 +96,21 @@ uint8_t _LCR_racingCollisionHandler(uint16_t b1, uint16_t j1, uint16_t b2,
return 1; return 1;
} }
LCR_GameUnit _LCR_racingSmoothRot(LCR_GameUnit angleNew, LCR_GameUnit angleOld)
{
/* We'll smooth small rotations by averaging the last two angles; bigger
rotations won't be smoothed -- firstly this removes lag for fast rotations
and also deals with the issue of averaging e.g. 1 and 359 degrees. */
LCR_GameUnit diff = angleNew - angleOld;
if (diff > LCR_GAME_UNIT / 8 ||
diff < -1 * LCR_GAME_UNIT / 8)
return angleNew;
return angleOld + diff / 2;
}
/** /**
Initializes new run. Initializes new run.
*/ */
@ -108,6 +124,11 @@ void LCR_racingRestart(void)
LCR_racing.wheelRotation = 0; LCR_racing.wheelRotation = 0;
LCR_racing.wheelSteer = 0; LCR_racing.wheelSteer = 0;
LCR_racing.carPositions[0] = TPE_vec3(0,0,0);
LCR_racing.carPositions[1] = LCR_racing.carPositions[0];
LCR_racing.carRotations[0] = TPE_vec3(0,0,0);
LCR_racing.carRotations[1] = LCR_racing.carRotations[0];
// TODO // TODO
} }
@ -146,6 +167,11 @@ void LCR_racingInit(void)
LCR_racingRestart(); LCR_racingRestart();
} }
/**
Gets current car transformation intended for rendering, i.e. potentially with
smoothing and interpolation applied to the underlying internal state in the
physics engine.
*/
void LCR_racingGetCarTransform(LCR_GameUnit position[3], void LCR_racingGetCarTransform(LCR_GameUnit position[3],
LCR_GameUnit rotation[3], LCR_GameUnit interpolationParam) LCR_GameUnit rotation[3], LCR_GameUnit interpolationParam)
{ {
@ -163,17 +189,24 @@ void LCR_racingGetCarTransform(LCR_GameUnit position[3],
position[0] = v.x; position[0] = v.x;
position[1] = v.y; position[1] = v.y;
position[2] = v.z; position[2] = v.z;
rotation[0] = _LCR_racingSmoothRot(LCR_racing.carRotations[0].x,
LCR_racing.carRotations[1].x);
rotation[1] = _LCR_racingSmoothRot(LCR_racing.carRotations[0].y,
LCR_racing.carRotations[1].y);
rotation[2] = _LCR_racingSmoothRot(LCR_racing.carRotations[0].z,
LCR_racing.carRotations[1].z);
#else #else
position[0] = LCR_racing.carPositions[0].x; position[0] = LCR_racing.carPositions[0].x;
position[1] = LCR_racing.carPositions[0].y; position[1] = LCR_racing.carPositions[0].y;
position[2] = LCR_racing.carPositions[0].z; position[2] = LCR_racing.carPositions[0].z;
rotation[0] = LCR_racing.carRotations[0].x;
rotation[1] = LCR_racing.carRotations[0].y;
rotation[2] = LCR_racing.carRotations[0].z;
#endif #endif
v = TPE_bodyGetRotation(&(LCR_racing.carBody),0,2,1);
rotation[0] = (v.x * LCR_GAME_UNIT) / TPE_F;
rotation[1] = (v.y * LCR_GAME_UNIT) / TPE_F;
rotation[2] = (v.z * LCR_GAME_UNIT) / TPE_F;
} }
void _LCR_drawPhysicsDebugPixel(uint16_t x, uint16_t y, uint8_t color) void _LCR_drawPhysicsDebugPixel(uint16_t x, uint16_t y, uint8_t color)
@ -347,7 +380,6 @@ void LCR_racingStep(unsigned int input)
TPE_Vec3 tmpVec = LCR_racing.carPositions[0]; TPE_Vec3 tmpVec = LCR_racing.carPositions[0];
LCR_racing.carPositions[0] = LCR_racing.carPositions[0] =
_LCR_TPE_vec3DividePlain( _LCR_TPE_vec3DividePlain(
TPE_vec3TimesPlain( TPE_vec3TimesPlain(
@ -374,6 +406,13 @@ LCR_racing.carPositions[0] =
LCR_racing.carPositions[1] = tmpVec; LCR_racing.carPositions[1] = tmpVec;
tmpVec = _LCR_TPE_vec3DividePlain(TPE_vec3TimesPlain(
TPE_bodyGetRotation(&(LCR_racing.carBody),0,2,1),
LCR_GAME_UNIT),TPE_F);
LCR_racing.carRotations[1] = LCR_racing.carRotations[0];
LCR_racing.carRotations[0] = tmpVec;
LCR_racing.tick++; LCR_racing.tick++;
} }

View file

@ -98,34 +98,12 @@ void LCR_rendererSetCarTransform(LCR_GameUnit position[3],
LCR_renderer.carModel->transform.translation.z = LCR_renderer.carModel->transform.translation.z =
(position[2] * LCR_RENDERER_UNIT) / LCR_GAME_UNIT; (position[2] * LCR_RENDERER_UNIT) / LCR_GAME_UNIT;
// TODO: make a separate function that does the smoothing (updateCarTransform)
LCR_renderer.carModel->transform.rotation.x =
_LCR_smoothRotation(LCR_renderer.carModel->transform.rotation.x,
S3L_wrap((rotation[0] * S3L_F) / LCR_GAME_UNIT,S3L_F),3);
/*
LCR_renderer.carModel->transform.rotation.y = S3L_wrap((rotation[1] *
S3L_F) / LCR_GAME_UNIT,S3L_F); // don't smooth for faster reaction?
*/
LCR_renderer.carModel->transform.rotation.y =
_LCR_smoothRotation(LCR_renderer.carModel->transform.rotation.y,
S3L_wrap((rotation[1] * S3L_F) / LCR_GAME_UNIT,S3L_F),1);
LCR_renderer.carModel->transform.rotation.z =
_LCR_smoothRotation(LCR_renderer.carModel->transform.rotation.z,
S3L_wrap((rotation[2] * S3L_F) / LCR_GAME_UNIT,S3L_F),3);
/*
LCR_renderer.carModel->transform.rotation.x = S3L_wrap((rotation[0] * LCR_renderer.carModel->transform.rotation.x = S3L_wrap((rotation[0] *
S3L_F) / LCR_GAME_UNIT,S3L_F); S3L_F) / LCR_GAME_UNIT,S3L_F);
LCR_renderer.carModel->transform.rotation.y = S3L_wrap((rotation[1] * LCR_renderer.carModel->transform.rotation.y = S3L_wrap((rotation[1] *
S3L_F) / LCR_GAME_UNIT,S3L_F); S3L_F) / LCR_GAME_UNIT,S3L_F);
LCR_renderer.carModel->transform.rotation.z = S3L_wrap((rotation[2] * LCR_renderer.carModel->transform.rotation.z = S3L_wrap((rotation[2] *
S3L_F) / LCR_GAME_UNIT,S3L_F); S3L_F) / LCR_GAME_UNIT,S3L_F);
*/
} }
void _LCR_pixelFunc3D(S3L_PixelInfo *pixel) void _LCR_pixelFunc3D(S3L_PixelInfo *pixel)
@ -1184,7 +1162,7 @@ void _LCR_rendererLoadMapChunk(uint8_t chunk, int8_t x, int8_t y, int8_t z)
/** /**
Serves for smoothing out angle change, e.g. that of camera rotation. Serves for smoothing out angle change, e.g. that of camera rotation.
*/ */
S3L_Unit _LCR_smoothRotation(S3L_Unit angleOld, S3L_Unit angleNew, S3L_Unit _LCR_rendererSmoothRot(S3L_Unit angleOld, S3L_Unit angleNew,
unsigned int amount) unsigned int amount)
{ {
/* We have to do the following angle correction -- even if keep angles in /* We have to do the following angle correction -- even if keep angles in
@ -1428,10 +1406,10 @@ void LCR_rendererCameraFollow(void)
LCR_renderer.scene.camera.transform.translation.y /= 2; LCR_renderer.scene.camera.transform.translation.y /= 2;
LCR_renderer.scene.camera.transform.translation.z /= 2; LCR_renderer.scene.camera.transform.translation.z /= 2;
LCR_renderer.scene.camera.transform.rotation.x = _LCR_smoothRotation( LCR_renderer.scene.camera.transform.rotation.x = _LCR_rendererSmoothRot(
transPrev.rotation.x,LCR_renderer.scene.camera.transform.rotation.x,8); transPrev.rotation.x,LCR_renderer.scene.camera.transform.rotation.x,8);
LCR_renderer.scene.camera.transform.rotation.y = _LCR_smoothRotation( LCR_renderer.scene.camera.transform.rotation.y = _LCR_rendererSmoothRot(
transPrev.rotation.y,LCR_renderer.scene.camera.transform.rotation.y,6); transPrev.rotation.y,LCR_renderer.scene.camera.transform.rotation.y,6);
#endif #endif
} }