Add block types
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e068b02b9f
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f1bbb1e1b6
5 changed files with 93 additions and 104 deletions
8
assets.h
8
assets.h
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@ -27,10 +27,10 @@ static const uint8_t map1[] =
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0,
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LCR_MAP_BLOCK(LCR_BLOCK_FULL_ACCEL,36,0,32,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL_ACCEL,20,0,32,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL_ACCEL,32,0,37,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL_ACCEL,32,0,20,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_RAMP,36,0,32,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_RAMP_34,20,0,32,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_RAMP_12,32,0,37,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_RAMP_14,32,0,20,LCR_BLOCK_MATERIAL_CONCRETE,0),
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/*
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LCR_MAP_BLOCK(LCR_BLOCK_FULL_ACCEL,0,0,0,LCR_BLOCK_MATERIAL_CONCRETE,0),
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55
map.h
55
map.h
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@ -76,11 +76,14 @@
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#define LCR_BLOCK_LEFT 0x02 ///< filled left half
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#define LCR_BLOCK_BOTTOM_LEFT 0x03 ///< filled bottom left quarter
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#define LCR_BLOCK_BOTTOM_LEFT_FRONT 0x04 ///< filled bottom left front eigth
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#define LCR_BLOCK_RAMP 0x05
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#define LCR_BLOCK_RAMP_HALF 0x06
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#define LCR_BLOCK_RAMP_CURVED 0x07
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#define LCR_BLOCK_RAMP_CURVED_SHORT 0x08
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#define LCR_BLOCK_RAMP_CURVED_WALL 0x09
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#define LCR_BLOCK_RAMP 0x05 ///< plain ramp
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#define LCR_BLOCK_RAMP_34 0x06 ///< plain ramp, 3/4 size
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#define LCR_BLOCK_RAMP_12 0x07 ///< plain ramp, 1/2 size
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#define LCR_BLOCK_RAMP_14 0x08 ///< plain ramp, 1/4 size
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#define LCR_BLOCK_RAMP_CURVED 0x09
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#define LCR_BLOCK_RAMP_CURVED_SHORT 0x0a
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#define LCR_BLOCK_RAMP_CURVED_WALL 0x0b
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#define LCR_BLOCK_FULL_ACCEL 0x20
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#define LCR_BLOCK_FULL_FAN 0x30
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@ -90,19 +93,18 @@
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#define LCR_BLOCK_FINISH 0x42 ///< finish
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// special blocks:
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#define LCR_BLOCK_NONE 0x80 /**< no block, can be used e.g to make
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holes */
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#define LCR_BLOCK_CUBOID_FILL 0x81 /**< makes a cuboid from the previously
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specified block, the size is given
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by block coordinates */
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#define LCR_BLOCK_CUBOID_HOLLOW 0x82 /**< same as the cuboid special block, but
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makes a hollow cuboid */
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#define LCR_BLOCK_START 0x83 /**< specifies start block position */
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#define LCR_BLOCK_NONE 0x80 ///< no block, e.g to make holes
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#define LCR_BLOCK_CUBOID_FILL 0x81 /**< makes a cuboid from the
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previously specified block, the
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size is given by block coords */
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#define LCR_BLOCK_CUBOID_HOLLOW 0x82 /**< same as cuboid special block,
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but makes a hollow one */
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#define LCR_BLOCK_START 0x83 ///< specifies start block position
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struct
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{
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uint16_t blockCount;
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uint8_t blocks[LCR_SETTING_MAP_MAX_SIZE * LCR_BLOCK_SIZE];
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uint8_t blocks[LCR_SETTING_MAP_MAX_BLOCKS * LCR_BLOCK_SIZE];
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uint32_t startPos;
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uint8_t environment;
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@ -203,7 +205,7 @@ uint8_t *LCR_getMapBlockAtCoordNumber(uint32_t coord)
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*/
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uint8_t _LCR_mapAddBlock(const uint8_t block[LCR_BLOCK_SIZE])
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{
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if (LCR_currentMap.blockCount >= LCR_SETTING_MAP_MAX_SIZE)
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if (LCR_currentMap.blockCount >= LCR_SETTING_MAP_MAX_BLOCKS)
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return 0;
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uint32_t coord = LCR_mapBlockGetCoordNumber(block);
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@ -515,6 +517,29 @@ void LCR_mapGetBlockShape(uint8_t blockType, uint8_t transform,
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ADD(0,0,0) ADD(0,0,6) ADD(6,0,6)
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break;
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case LCR_BLOCK_RAMP:
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case LCR_BLOCK_RAMP_12:
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case LCR_BLOCK_RAMP_14:
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case LCR_BLOCK_RAMP_34:
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{
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uint8_t top =
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(blockType == LCR_BLOCK_RAMP_14) +
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(blockType == LCR_BLOCK_RAMP) * 4 +
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(blockType == LCR_BLOCK_RAMP_12 || blockType == LCR_BLOCK_RAMP_34) * 2 +
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(blockType == LCR_BLOCK_RAMP_34);
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ADD(0,0,0) ADD(0,top,6) ADD(0,0,6) // side
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ADD(6,0,0) ADD(6,0,6) ADD(6,top,6) // side
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ADD(0,0,0) ADD(6,0,0) ADD(0,top,6) // top
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ADD(6,0,0) ADD(6,top,6) ADD(0,top,6) // top
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ADD(0,0,6) ADD(6,top,6) ADD(6,0,6) // back
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ADD(0,0,6) ADD(0,top,6) ADD(6,top,6) // back
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ADD(0,0,0) ADD(0,0,6) ADD(6,0,6) // bottom
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ADD(0,0,0) ADD(6,0,6) ADD(6,0,0) // bottom
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break;
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}
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default: break;
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}
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64
racing.h
64
racing.h
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@ -19,9 +19,7 @@ typedef int32_t LCR_GameUnit; ///< abstract game unit
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#include "map.h"
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#include "tinyphysicsengine.h"
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#define LCR_CAR_JOINTS 5
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#define LCR_CAR_CONNECTIONS 10
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// TODO: move some of this to constants?
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#define LCR_GRAVITY (LCR_PHYSICS_UNIT / 100)
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#define LCR_CAR_FORWARD_FRICTION (TPE_F / 11)
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#define LCR_CAR_TURN_FRICTION (4 * TPE_F / 4)
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@ -30,15 +28,8 @@ typedef int32_t LCR_GameUnit; ///< abstract game unit
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#define LCR_CAR_TURN_SPEED (LCR_GAME_UNIT / 20)
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#define LCR_CAR_TURN_MAX (LCR_GAME_UNIT / 4)
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/*
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#define LCR_GRAVITY (LCR_PHYSICS_UNIT / 100)
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#define LCR_CAR_FORWARD_FRICTION (TPE_F / 14)
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#define LCR_CAR_TURN_FRICTION (3 * TPE_F / 4)
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#define LCR_CAR_ELASTICITY (TPE_F / 100)
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#define LCR_CAR_ACCELERATION (LCR_PHYSICS_UNIT / 18)
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#define LCR_CAR_TURN_SPEED (LCR_GAME_UNIT / 3)
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#define LCR_CAR_TURN_MAX (LCR_GAME_UNIT / 4)
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*/
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#define LCR_CAR_JOINTS 5
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#define LCR_CAR_CONNECTIONS 10
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struct
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{
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@ -62,9 +53,7 @@ struct
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TPE_Vec3 _LCR_TPE_vec3DividePlain(TPE_Vec3 v, TPE_Unit d)
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{
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v.x /= d;
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v.y /= d;
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v.z /= d;
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v.x /= d; v.y /= d; v.z /= d;
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return v;
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}
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@ -93,8 +82,6 @@ TPE_Vec3 _LCR_racingEnvironmentFunction(TPE_Vec3 point, TPE_Unit maxDist)
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(LCR_PHYSICS_UNIT * LCR_MAP_SIZE_BLOCKS) / 2,
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LCR_PHYSICS_UNIT * LCR_MAP_SIZE_BLOCKS)),point)
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const uint8_t *block = LCR_currentMap.blocks;
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if (maxDist <= LCR_PHYSICS_UNIT / 4) // considering half of square height
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{
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/* Here we only check the 8 closest blocks => relatively fast. */
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@ -156,6 +143,8 @@ TPE_Vec3 _LCR_racingEnvironmentFunction(TPE_Vec3 point, TPE_Unit maxDist)
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else
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{
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printf("oof\n");
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const uint8_t *block = LCR_currentMap.blocks;
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/* Full check of all map blocks, slow, shouldn't happen often! */
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for (int j = 0; j < LCR_currentMap.blockCount; ++j)
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{
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@ -195,8 +184,7 @@ LCR_GameUnit _LCR_racingSmoothRot(LCR_GameUnit angleNew, LCR_GameUnit angleOld)
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LCR_GameUnit diff = angleNew - angleOld;
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if (diff > LCR_GAME_UNIT / 8 ||
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diff < -1 * LCR_GAME_UNIT / 8)
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if (diff > LCR_GAME_UNIT / 8 || diff < -1 * LCR_GAME_UNIT / 8)
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return angleNew;
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return angleOld + diff / 2;
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@ -241,10 +229,8 @@ void LCR_racingInit(void)
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LCR_racing.carJoints[4].sizeDivided *= 3;
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LCR_racing.carJoints[4].sizeDivided /= 2;
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TPE_bodyInit(&(LCR_racing.carBody),
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LCR_racing.carJoints,LCR_CAR_JOINTS,
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LCR_racing.carConnections,LCR_CAR_CONNECTIONS,
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TPE_F);
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TPE_bodyInit(&(LCR_racing.carBody),LCR_racing.carJoints,LCR_CAR_JOINTS,
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LCR_racing.carConnections,LCR_CAR_CONNECTIONS,TPE_F);
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TPE_worldInit(&(LCR_racing.physicsWorld),
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&(LCR_racing.carBody),1,_LCR_racingEnvironmentFunction);
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@ -274,11 +260,9 @@ void LCR_racingGetCarTransform(LCR_GameUnit position[3],
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TPE_Vec3 v;
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#if LCR_SETTING_SMOOTH_ANIMATIONS
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v = TPE_vec3Plus(
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LCR_racing.carPositions[1],
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v = TPE_vec3Plus(LCR_racing.carPositions[1], // LERP previous and current pos
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_LCR_TPE_vec3DividePlain(
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TPE_vec3TimesPlain(
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TPE_vec3Minus(
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TPE_vec3TimesPlain(TPE_vec3Minus(
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LCR_racing.carPositions[0],LCR_racing.carPositions[1]),
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interpolationParam),LCR_GAME_UNIT));
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@ -288,10 +272,8 @@ void LCR_racingGetCarTransform(LCR_GameUnit position[3],
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rotation[0] = _LCR_racingSmoothRot(LCR_racing.carRotations[0].x,
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LCR_racing.carRotations[1].x);
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rotation[1] = _LCR_racingSmoothRot(LCR_racing.carRotations[0].y,
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LCR_racing.carRotations[1].y);
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rotation[2] = _LCR_racingSmoothRot(LCR_racing.carRotations[0].z,
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LCR_racing.carRotations[1].z);
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#else
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@ -468,15 +450,13 @@ void LCR_racingStep(unsigned int input)
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/* if the car falls on its roof the center joint may flip to the other
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side, here we fix it */
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// LCR_log("car flipped over, fixing");
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LCR_racing.carBody.joints[4].position = TPE_vec3Plus(TPE_vec3Times(carUp,
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LCR_GAME_UNIT / 4),LCR_racing.carBody.joints[4].position);
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}
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TPE_Vec3 tmpVec = LCR_racing.carPositions[0];
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LCR_racing.carPositions[0] =
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LCR_racing.carPositions[0] = // average position of 4 wheels to get car pos
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_LCR_TPE_vec3DividePlain(
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TPE_vec3TimesPlain(
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TPE_vec3Plus(
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@ -486,25 +466,19 @@ LCR_racing.carPositions[0] =
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TPE_vec3Plus(
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LCR_racing.carBody.joints[2].position,
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LCR_racing.carBody.joints[3].position)
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),LCR_GAME_UNIT),
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4 * LCR_PHYSICS_UNIT);
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),LCR_GAME_UNIT),4 * LCR_PHYSICS_UNIT);
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LCR_racing.carPositions[0] =
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TPE_vec3KeepWithinBox(
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LCR_racing.carPositions[1],
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LCR_racing.carPositions[0],
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LCR_racing.carPositions[0] = // smooth the position
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TPE_vec3KeepWithinBox(LCR_racing.carPositions[1],LCR_racing.carPositions[0],
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TPE_vec3(
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LCR_PHYSICS_UNIT / 64, // TODO: constant
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LCR_PHYSICS_UNIT / 64,
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LCR_PHYSICS_UNIT / 64
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)
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);
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LCR_PHYSICS_UNIT / 64));
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LCR_racing.carPositions[1] = tmpVec;
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tmpVec = _LCR_TPE_vec3DividePlain(TPE_vec3TimesPlain(
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TPE_bodyGetRotation(&(LCR_racing.carBody),0,2,1),
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LCR_GAME_UNIT),TPE_F);
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tmpVec = _LCR_TPE_vec3DividePlain(TPE_vec3TimesPlain(TPE_bodyGetRotation(
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&(LCR_racing.carBody),0,2,1),LCR_GAME_UNIT),TPE_F);
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LCR_racing.carRotations[1] = LCR_racing.carRotations[0];
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LCR_racing.carRotations[0] = tmpVec;
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@ -530,7 +504,7 @@ void LCR_physicsDebugDraw(LCR_GameUnit camPos[3], LCR_GameUnit camRot[2],
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cView.z = (camFov * TPE_F) / LCR_GAME_UNIT;
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TPE_worldDebugDraw(&(LCR_racing.physicsWorld),_LCR_drawPhysicsDebugPixel,
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cPos,cRot,cView,16,2 * LCR_PHYSICS_UNIT);
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cPos,cRot,cView,16,LCR_PHYSICS_UNIT / 4);
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}
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#endif // guard
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18
renderer.h
18
renderer.h
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@ -8,10 +8,8 @@
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#define S3L_RESOLUTION_X LCR_SETTING_RESOLUTION_X
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#define S3L_RESOLUTION_Y LCR_SETTING_RESOLUTION_Y
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#define S3L_PIXEL_FUNCTION _LCR_pixelFunc3D
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#define S3L_PERSPECTIVE_CORRECTION 2
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#define S3L_NEAR_CROSS_STRATEGY 1
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#define S3L_Z_BUFFER 1
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#include "small3dlib.h"
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LCR_RENDERER_CHUNK_RESOLUTION * LCR_RENDERER_CHUNK_RESOLUTION)
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#define LCR_RENDERER_MODEL_COUNT 10
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#define LCR_RENDERER_CAR_SCALE (LCR_RENDERER_UNIT / 4)
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struct
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@ -40,8 +37,6 @@ struct
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S3L_Model3D *carModel;
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S3L_Model3D *ghostModel;
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// TODO: ghostModel
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/**
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The scene model array.
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0, 1, 2, 3, 4, 5, 6, 7: nearest map chunk models
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@ -426,16 +421,14 @@ uint8_t _LCR_rendererCheckMapTriCover(const S3L_Index *t1,
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((t3[1] == t2[0] || t3[1] == t2[1] || t3[1] == t2[2]) << 1) |
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((t3[2] == t2[0] || t3[2] == t2[1] || t3[2] == t2[2]) << 2);
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if (
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t3 != t1 && t3 != t2 &&
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if (t3 != t1 && t3 != t2 &&
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(sharedVerts == 3 || sharedVerts == 5 || sharedVerts == 6) &&
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LCR_renderer.mapVerts[3 * t3[0] + plane] ==
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LCR_renderer.mapVerts[3 * t3[1] + plane] &&
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LCR_renderer.mapVerts[3 * t3[1] + plane] ==
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LCR_renderer.mapVerts[3 * t3[2] + plane] &&
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LCR_renderer.mapVerts[3 * t3[0] + plane] ==
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LCR_renderer.mapVerts[3 * t1[0] + plane]
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)
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LCR_renderer.mapVerts[3 * t1[0] + plane])
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{
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// here shares exactly two vertices and is in the same plane
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@ -787,11 +780,8 @@ uint8_t LCR_rendererInit(void)
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S3L_vec4Set(&(LCR_renderer.carModel->transform.scale),
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LCR_RENDERER_CAR_SCALE,LCR_RENDERER_CAR_SCALE,LCR_RENDERER_CAR_SCALE,0);
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S3L_model3DInit(
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LCR_carVertices
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,LCR_CAR_VERTEX_COUNT,
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LCR_carTriangles,LCR_CAR_TRIANGLE_COUNT,
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LCR_renderer.ghostModel);
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S3L_model3DInit(LCR_carVertices,LCR_CAR_VERTEX_COUNT,LCR_carTriangles,
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LCR_CAR_TRIANGLE_COUNT,LCR_renderer.ghostModel);
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LCR_renderer.ghostModel->transform.scale =
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LCR_renderer.carModel->transform.scale;
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@ -51,10 +51,10 @@
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#define LCR_SETTING_SKY_SIZE 4
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#endif
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#ifndef LCR_SETTING_MAP_MAX_SIZE
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#ifndef LCR_SETTING_MAP_MAX_BLOCKS
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/** Maximum number of blocks a map can consist of, decreasing will save RAM
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but also rule out loading bigger maps. */
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#define LCR_SETTING_MAP_MAX_SIZE 4096
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#define LCR_SETTING_MAP_MAX_BLOCKS 4096
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#endif
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#ifndef LCR_SETTING_TRIANGLE_CULLING_PERIOD
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