diff --git a/apps/demos/scenery/scenes/ingame.c b/apps/demos/scenery/scenes/ingame.c index b2f8d4d..29481d9 100644 --- a/apps/demos/scenery/scenes/ingame.c +++ b/apps/demos/scenery/scenes/ingame.c @@ -53,14 +53,16 @@ static float heightmap[TERRAIN_DISTANCE][TERRAIN_DISTANCE]; /* else if length(v(o) + (F(o)/m)*t) <= (f(k)*x(n)*t), v(o) = 0 */ /* else, F = -unit(v(o)*f(k)*x(n)) */ -#define VEHICLE_MASS 150.0f +#define VEHICLE_MASS 200.0f #define VEHICLE_LENGTH 3.0f #define VEHICLE_WIDTH 1.7f #define VEHICLE_HEIGHT 1.3f /* spring constant */ -#define VEHICLE_SPRING_K 80000.0f +#define VEHICLE_SPRING_K 20000.0f +#define VEHICLE_SPRING_GK 60000.0f /* damping constant */ #define VEHICLE_SPRING_C 500.0f +#define VEHICLE_SPRING_GC 100.0f #define VEHICLE_FRICTION_S 1000.0f #define VEHICLE_FRICTION_K 100.0f @@ -143,10 +145,10 @@ static void process_vehicle(SceneIngame *scn) { float const h = height_at(scn, (Vec2){ p.x, p.z }); if (h >= p.y) { /* wheel processing */ - if (i == 0 || i == 3) { + if (i == 0 || i == 3 || i == 4 || i == 7) { if (scn->camera_mode == 2 && input_action_pressed("player_forward")) { Vec3 const dir = i == 0 ? vec3_sub(vbp[0], vbp[1]) : vec3_sub(vbp[3], vbp[2]); - Facc[i] = vec3_add(Facc[i], vec3_scale(vec3_norm(dir), 18000)); + Facc[i] = vec3_add(Facc[i], vec3_scale(vec3_norm(dir), 15000)); } } @@ -154,7 +156,9 @@ static void process_vehicle(SceneIngame *scn) { Vec3 const n = normal_at(scn, (Vec2){ p.x, p.z }); float const xn = (h - p.y) * n.y; float const vn = vec3_dot(v, n); - Vec3 const Fn = vec3_scale(n, -VEHICLE_SPRING_K * xn - VEHICLE_SPRING_C * vn); + Vec3 const Fn = vec3_scale(n, -VEHICLE_SPRING_GK * xn - VEHICLE_SPRING_GC * vn); + draw_line_3d(vbp[i], vec3_sub(vbp[i], Fn), 1, (Color){255,255,0,255}); + Facc[i] = vec3_sub(Facc[i], Fn); /* friction force, perpendicular to normal force */ Vec3 const vo = vec3_sub(v, vec3_scale(n, vn)); @@ -162,7 +166,7 @@ static void process_vehicle(SceneIngame *scn) { Vec3 Fo = vec3_sub(Facc[i], vec3_scale(n, vec3_dot(Facc[i], n))); /* portion of total force along the surface */ float const Fol = vec3_length(Fo); - float const fkxn = VEHICLE_FRICTION_K * xn * 50; + float const fkxn = VEHICLE_FRICTION_K * xn; /* at rest, might want to start moving */ if (fabsf(0.0f - vol) <= 0.0001f) { /* cannot overcome static friction, force along the surface is zeroed */ @@ -171,26 +175,18 @@ static void process_vehicle(SceneIngame *scn) { else Fo = vec3_sub(Fo, vec3_scale(vec3_norm(Fo), fkxn)); /* not at rest, stop accelerating along the surface */ } else if (vol + (Fol / VEHICLE_MASS) * ctx.frame_duration <= fkxn * ctx.frame_duration) { - log_info("test 1"); - // vbv[i] = vec3_sub(vbp[i], vo); - vbv[i] = (Vec3){0}; + vbv[i] = vec3_sub(vbv[i], vo); /* just apply friction */ } else { - log_info("test 2, depth: %f", xn); - Fo = vec3_add(Fo, vec3_scale(vec3_norm(vo), -fkxn * 100)); + Fo = vec3_add(Fo, vec3_scale(vec3_norm(vo), -fkxn * 1000)); } - - /* total force, after ground interaction */ - Vec3 const Ft = vec3_add(vec3_scale(Fn, -1), Fo); - Vec3 vd = vec3_scale(vec3_scale(Ft, (1.0f / VEHICLE_MASS)), ctx.frame_duration); - vbv[i] = vec3_add(vbv[i], vd); - vbp[i] = vec3_add(vbp[i], vec3_scale(vbv[i], ctx.frame_duration)); - } else { - /* in air */ - Vec3 vd = vec3_scale(vec3_scale(Facc[i], (1.0f / VEHICLE_MASS)), ctx.frame_duration); - vbv[i] = vec3_add(vbv[i], vd); - vbp[i] = vec3_add(vbp[i], vec3_scale(vbv[i], ctx.frame_duration)); + Facc[i] = vec3_add(Facc[i], Fo); } + + /* in air */ + Vec3 vd = vec3_scale(vec3_scale(Facc[i], (1.0f / VEHICLE_MASS)), ctx.frame_duration); + vbv[i] = vec3_add(vbv[i], vd); + vbp[i] = vec3_add(vbp[i], vec3_scale(vbv[i], ctx.frame_duration)); } } @@ -260,10 +256,10 @@ static Vec3 normal_at(SceneIngame *scn, Vec2 position) { float const height1 = heightmap[x + 1][y]; float const height2 = heightmap[x][y + 1]; - Vec3 const a = { .x = 1, .y = height0 - height1, .z = 0 }; + Vec3 const a = { .x = -1, .y = height0 - height1, .z = 0 }; Vec3 const b = { .x = 0, .y = height0 - height2, .z = -1 }; - return vec3_norm(vec3_cross(a, b)); + return vec3_scale(vec3_norm(vec3_cross(a, b)), -1); } /* TODO: don't operate on triangles, instead interpolate on quads */ @@ -349,7 +345,7 @@ static void generate_terrain(SceneIngame *scn) { float height = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 1; height += stb_perlin_noise3((float)x * TERRAIN_FREQUENCY / 10, (float)y * TERRAIN_FREQUENCY / 10, 0, 0, 0, 0) * 20 - 1; - heightmap[lx][ly] = height; + heightmap[lx][ly] = height * 0.3f; } }