/apps/demos/scenery: more than almost
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		| @@ -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); | ||||
|  | ||||
|   | ||||
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