diff --git a/apps/demos/scenery/scenes/ingame.c b/apps/demos/scenery/scenes/ingame.c index 29481d9..26f58ee 100644 --- a/apps/demos/scenery/scenes/ingame.c +++ b/apps/demos/scenery/scenes/ingame.c @@ -59,9 +59,9 @@ static float heightmap[TERRAIN_DISTANCE][TERRAIN_DISTANCE]; #define VEHICLE_HEIGHT 1.3f /* spring constant */ #define VEHICLE_SPRING_K 20000.0f -#define VEHICLE_SPRING_GK 60000.0f +#define VEHICLE_SPRING_GK 80000.0f /* damping constant */ -#define VEHICLE_SPRING_C 500.0f +#define VEHICLE_SPRING_C 800.0f #define VEHICLE_SPRING_GC 100.0f #define VEHICLE_FRICTION_S 1000.0f #define VEHICLE_FRICTION_K 100.0f @@ -147,8 +147,8 @@ static void process_vehicle(SceneIngame *scn) { /* wheel processing */ 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), 15000)); + Vec3 dir = i == 0 ? vec3_sub(vbp[1], vbp[0]) : vec3_sub(vbp[2], vbp[3]); + Facc[i] = vec3_add(Facc[i], vec3_scale(vec3_norm(dir), 6500)); } } @@ -157,36 +157,46 @@ static void process_vehicle(SceneIngame *scn) { float const xn = (h - p.y) * n.y; float const vn = vec3_dot(v, n); 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)); + /* TODO: is it right? aren't vn+vol should be = |v| */ + Vec3 const von = vec3_norm(vec3_cross(n, vec3_cross(v, n))); + draw_line_3d(vbp[i], vec3_add(vbp[i], von), 1, (Color){255,255,0,255}); + Vec3 const vo = vec3_scale(vec3_scale(von, vec3_length(v) - vn), -1); float const vol = vec3_length(vo); - Vec3 Fo = vec3_sub(Facc[i], vec3_scale(n, vec3_dot(Facc[i], n))); + Vec3 const Fon = vec3_norm(vec3_cross(n, vec3_cross(Facc[i], n))); + Vec3 Fo = vec3_scale(vec3_scale(Fon, vec3_length(Facc[i]) - vec3_dot(Facc[i], n)), -1); + draw_line_3d(vbp[i], vec3_add(vbp[i], Fon), 1, (Color){255,255,0,255}); /* portion of total force along the surface */ float const Fol = vec3_length(Fo); 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 */ - if (Fol <= VEHICLE_FRICTION_S * xn) Fo = (Vec3){0}; + if (Fol <= VEHICLE_FRICTION_S * xn) {log_info("test 0"); Fo = vec3_scale(Fo, -1);} /* resist the force by friction, while starting to move */ - else Fo = vec3_sub(Fo, vec3_scale(vec3_norm(Fo), fkxn)); + else {log_info("test 1"); Fo = vec3_sub(Fo, vec3_scale(von, fkxn));} /* not at rest, stop accelerating along the surface */ - } else if (vol + (Fol / VEHICLE_MASS) * ctx.frame_duration <= fkxn * ctx.frame_duration) { - vbv[i] = vec3_sub(vbv[i], vo); + } else if (vol + (Fol / VEHICLE_MASS) * ctx.frame_duration <= fkxn * ctx.frame_duration * 2) { + /* ugh ... */ + vbv[i] = vec3_add(vbv[i], vo); + log_info("test 2"); /* just apply friction */ } else { - Fo = vec3_add(Fo, vec3_scale(vec3_norm(vo), -fkxn * 1000)); + Fo = vec3_scale(von, -fkxn * 400); } Facc[i] = vec3_add(Facc[i], Fo); + // Facc[i] = vec3_sub(Fo, Fn); + // Facc[i] = vec3_sub(Fo, Fn); + 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)); + } else { + 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)); } - - /* 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)); } } @@ -208,7 +218,7 @@ static void process_vehicle_mode(State *state) { yaws * pitchc, })); - Vec3 const orbit = vec3_sub(top_center, vec3_scale(looking_direction, 10)); + Vec3 const orbit = vec3_sub(top_center, vec3_scale(looking_direction, 7.5)); draw_camera(orbit, looking_direction, (Vec3){0,1,0}, (float)M_PI_2 * 0.8f, 1, TERRAIN_RADIUS * sqrtf(3)); @@ -345,7 +355,7 @@ 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 * 0.3f; + heightmap[lx][ly] = height; } } @@ -481,11 +491,11 @@ static void ingame_tick(State *state) { if (input_action_just_pressed("mouse_capture_toggle")) scn->mouse_captured = !scn->mouse_captured; - process_vehicle(scn); - ctx.mouse_capture = scn->mouse_captured; generate_terrain(scn); + process_vehicle(scn); + draw_terrain(scn); draw_vehicle(scn);