/apps/demos/scenery: something...
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		| @@ -53,17 +53,18 @@ 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 200.0f | ||||
| #define VEHICLE_MASS 150.0f | ||||
| #define VEHICLE_LENGTH 3.0f | ||||
| #define VEHICLE_WIDTH 1.7f | ||||
| #define VEHICLE_HEIGHT 1.3f | ||||
| /* spring constant */ | ||||
| #define VEHICLE_SPRING_K 50000.0f | ||||
| #define VEHICLE_SPRING_K 80000.0f | ||||
| /* damping constant */ | ||||
| #define VEHICLE_SPRING_C 200.0f | ||||
| #define VEHICLE_FRICTION_S 50000.0f | ||||
| #define VEHICLE_FRICTION_K 700.0f | ||||
| #define VEHICLE_SPRING_C 500.0f | ||||
| #define VEHICLE_FRICTION_S 1000.0f | ||||
| #define VEHICLE_FRICTION_K 100.0f | ||||
|  | ||||
| /* TODO: shock springs, that are more loose, which are used to simulate the wheels */ | ||||
| /* initial, ideal corner positions */ | ||||
| static const Vec3 vbpi[8] = { | ||||
|     [0] = { 0, 0, 0 }, | ||||
| @@ -141,49 +142,84 @@ static void process_vehicle(SceneIngame *scn) { | ||||
|         Vec3 const v = vbv[i]; | ||||
|         float const h = height_at(scn, (Vec2){ p.x, p.z }); | ||||
|         if (h >= p.y) { | ||||
|             /* displacement force */ | ||||
|             /* wheel processing */ | ||||
|             if (i == 0 || i == 3) { | ||||
|                 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)); | ||||
|                 } | ||||
|             } | ||||
|  | ||||
|             /* normal force, for displacement */ | ||||
|             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 Fd = vec3_scale(n, -VEHICLE_SPRING_K * xn - VEHICLE_SPRING_C * vn); | ||||
|             Facc[i] = vec3_sub(Facc[i], Fd); | ||||
|             Vec3 const Fn = vec3_scale(n, -VEHICLE_SPRING_K * xn - VEHICLE_SPRING_C * vn); | ||||
|  | ||||
|             /* friction force, perpendicular to displacement */ | ||||
|             /* portions aligned to surface normal */ | ||||
|             Vec3 const vov = vec3_sub(v, vec3_scale(n, vn)); | ||||
|             draw_line_3d(vbp[i], vec3_add(vbp[i], vec3_scale(vov, 3)), 1, (Color){255, 0, 0, 255}); | ||||
|             float const vo = vec3_length(vov); | ||||
|             Vec3 const Fov = vec3_sub(Facc[i], vec3_scale(n, vec3_dot(Facc[i], n))); | ||||
|             float const Fo = vec3_length(Fov); | ||||
|             float const fkxn = VEHICLE_FRICTION_K * xn; | ||||
|             if (fabsf(0.0f - vo) <= 0.001f) { | ||||
|                 /* cannot overcome static friction, zero force along the surface */ | ||||
|                 if (Fo <= VEHICLE_FRICTION_S * xn) { | ||||
|                     // Facc[i] = vec3_sub(Facc[i], Fov); | ||||
|                     Facc[i] = (Vec3){0}; | ||||
|                 } | ||||
|                 /* apply kinematic friction */ | ||||
|                 else { | ||||
|                     Facc[i] = vec3_sub(Fov, vec3_scale(vec3_norm(Fov), fkxn)); | ||||
|                 } | ||||
|             /* velocity with gain along the surface will not overcome */ | ||||
|             } else if (vec3_length(vec3_add(vov, vec3_scale(vec3_scale(Fov, (1.0f / VEHICLE_MASS)), ctx.frame_duration))) <= fkxn * ctx.frame_duration) { | ||||
|                 // vbv[i] = vec3_sub(vbv[i], vov); | ||||
|             /* friction force, perpendicular to normal force */ | ||||
|             Vec3 const vo = vec3_sub(v, vec3_scale(n, vn)); | ||||
|             float const vol = vec3_length(vo); | ||||
|             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; | ||||
|             /* at rest, might want to start moving */ | ||||
|             if (fabsf(0.0f - vol) <= 0.0001f) { | ||||
|                 /* cannot overcome static friction, force along the surface is zeroed */ | ||||
|                 if (Fol <= VEHICLE_FRICTION_S * xn) Fo = (Vec3){0}; | ||||
|                 /* resist the force by friction, while starting to move */ | ||||
|                 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}; | ||||
|             /* just apply friction */ | ||||
|             } else { | ||||
|                 Facc[i] = vec3_sub(Facc[i], vec3_scale(vec3_norm(vov), fkxn)); | ||||
|             } | ||||
|         } | ||||
|                 log_info("test 2, depth: %f", xn); | ||||
|                 Fo = vec3_add(Fo, vec3_scale(vec3_norm(vo), -fkxn * 100)); | ||||
|             } | ||||
|  | ||||
|     /* integrate forces and velocity */ | ||||
|     for (size_t i = 0; i < 8; ++i) { | ||||
|             /* 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); | ||||
|         if (vec3_length(vd) <= 0.02f) vd = (Vec3){0}; /* TODO: dirty hack... */ | ||||
|             vbv[i] = vec3_add(vbv[i], vd); | ||||
|             vbp[i] = vec3_add(vbp[i], vec3_scale(vbv[i], ctx.frame_duration)); | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | ||||
|  | ||||
| static void process_vehicle_mode(State *state) { | ||||
|     SceneIngame *scn = (SceneIngame *)state->scene; | ||||
|  | ||||
|     Vec3 const top_center = vec3_sub(vbp[4], vec3_scale(vec3_sub(vbp[4], vbp[6]), 1.0f / 2.0f)); | ||||
|     // Vec3 const front_center = vec3_add(vbp[4], vec3_scale(vec3_sub(vbp[4], vbp[7]), 1.0f / 2.0f)); | ||||
|     // Vec3 const facing_direction = vec3_sub(top_center, front_center); | ||||
|  | ||||
|     float yawc, yaws, pitchc, pitchs; | ||||
|     sincosf(scn->yaw + (float)M_PI_2, &yaws, &yawc); | ||||
|     sincosf(scn->pitch, &pitchs, &pitchc); | ||||
|  | ||||
|     Vec3 const looking_direction = vec3_norm(((Vec3){ | ||||
|         yawc * pitchc, | ||||
|         pitchs, | ||||
|         yaws * pitchc, | ||||
|     })); | ||||
|  | ||||
|     Vec3 const orbit = vec3_sub(top_center, vec3_scale(looking_direction, 10)); | ||||
|  | ||||
|     draw_camera(orbit, looking_direction, (Vec3){0,1,0}, (float)M_PI_2 * 0.8f, 1, TERRAIN_RADIUS * sqrtf(3)); | ||||
|  | ||||
|     scn->looking_direction = looking_direction; | ||||
|  | ||||
|     scn->pos = top_center; | ||||
| } | ||||
|  | ||||
|  | ||||
| static void process_fly_mode(State *state) { | ||||
| @@ -435,12 +471,14 @@ static void ingame_tick(State *state) { | ||||
|     } | ||||
|  | ||||
|     if (input_action_just_pressed("toggle_camera_mode")) | ||||
|         scn->flying_camera = !scn->flying_camera; | ||||
|         scn->camera_mode = scn->camera_mode == 2 ? 0 : scn->camera_mode + 1; | ||||
|  | ||||
|     if (scn->flying_camera) { | ||||
|     if (scn->camera_mode == 1) { | ||||
|         process_fly_mode(state); | ||||
|     } else { | ||||
|     } else if (scn->camera_mode == 0) { | ||||
|         process_ground_mode(state); | ||||
|     } else if (scn->camera_mode) { | ||||
|         process_vehicle_mode(state); | ||||
|     } | ||||
|  | ||||
|     /* toggle mouse capture with end key */ | ||||
|   | ||||
| @@ -21,7 +21,7 @@ typedef struct SceneIngame { | ||||
|     float roll; | ||||
|  | ||||
|     bool mouse_captured; | ||||
|     bool flying_camera; | ||||
|     int camera_mode; | ||||
| } SceneIngame; | ||||
|  | ||||
|  | ||||
|   | ||||
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