Add logs and checks

This commit is contained in:
Miloslav Ciz 2024-09-27 00:08:52 +02:00
parent 28a1256a88
commit e9f919052c
5 changed files with 104 additions and 10 deletions

View file

@ -246,7 +246,8 @@ TPE_Vec3 _LCR_racingEnvironmentFunction(TPE_Vec3 point, TPE_Unit maxDist)
}
else
{
printf("oof\n");
LCR_LOG1("collision checking all blocks (shouldn't happen often!)");
const uint8_t *block = LCR_currentMap.blocks;
/* Full check of all map blocks, slow, shouldn't happen often! */
@ -299,6 +300,8 @@ LCR_GameUnit _LCR_racingSmoothRot(LCR_GameUnit angleNew, LCR_GameUnit angleOld)
*/
void LCR_racingRestart(void)
{
LCR_LOG0("restarting race");
LCR_racing.tick = 0;
TPE_bodyActivate(&(LCR_racing.carBody));
@ -320,7 +323,7 @@ void LCR_racingRestart(void)
*/
void LCR_racingInit(void)
{
LCR_log("initializing racing engine");
LCR_LOG0("initializing racing engine");
// make the car body:
TPE_makeCenterRectFull(LCR_racing.carJoints,
@ -361,6 +364,8 @@ void LCR_racingInit(void)
void LCR_racingGetCarTransform(LCR_GameUnit position[3],
LCR_GameUnit rotation[3], LCR_GameUnit interpolationParam)
{
LCR_LOG2("getting car transform");
TPE_Vec3 v;
#if LCR_SETTING_SMOOTH_ANIMATIONS
@ -435,6 +440,8 @@ void _LCR_racingWheelAccelerate(unsigned int wheel, TPE_Vec3 dir)
*/
void LCR_racingStep(unsigned int input)
{
LCR_LOG2("racing step start");
TPE_Vec3 carForw, carRight, carUp;
carForw = TPE_vec3Normalized(TPE_vec3Plus(
@ -546,7 +553,10 @@ void LCR_racingStep(unsigned int input)
TPE_bodyApplyGravity(&(LCR_racing.carBody),LCR_GRAVITY);
LCR_racing.wheelCollisions <<= 4;
LCR_LOG2("gonna step physics engine");
TPE_worldStep(&(LCR_racing.physicsWorld));
LCR_LOG2("stepping physics engine done");
if (TPE_vec3Dot(carUp,TPE_vec3Minus(LCR_racing.carBody.joints[4].position,
LCR_racing.carBody.joints[0].position)) < 0)
@ -588,11 +598,15 @@ void LCR_racingStep(unsigned int input)
LCR_racing.carRotations[0] = tmpVec;
LCR_racing.tick++;
LCR_LOG2("racing step end");
}
void LCR_physicsDebugDraw(LCR_GameUnit camPos[3], LCR_GameUnit camRot[2],
LCR_GameUnit camFov)
{
LCR_LOG2("drawing physics debug overlay");
TPE_Vec3 cPos, cRot, cView;
cPos.x = (camPos[0] * LCR_PHYSICS_UNIT) / LCR_GAME_UNIT;