Example #1
0
Vector4 P_ProjectVector(Vector4 orig, Vector4 onto) {
    float orig_length = Length3(orig);
    if(orig_length==0) return orig;
    float onto_length = Length3(onto);
    float cos_theta = DotProduct3(orig,onto)/(orig_length*onto_length);
    return cos_theta*onto_length*onto;
}
Example #2
0
void RPhysics::ProcessCollision(float distLeft, Vector4 collPlane,Vector4 currDir) {
    currDir = Normalize3(currDir);
    collPlane = Normalize3(collPlane);
    Vector4 newDir = currDir-2*collPlane*(DotProduct3(collPlane,currDir))*Length3(currDir);
    Vector4 retDir;
    m_player->Move(distLeft,newDir,retDir);
    m_velocity = .3*Length3(m_velocity)*Normalize3(retDir);
	//m_velocity = 1.1*Length3(m_velocity)*Normalize3(retDir); //for bumper-car style racing
    collision = true;
    m_boostLeft = 0;
}
Example #3
0
float RPhysics::GetAccelConst() {
    int speedIndex = (int)(Length3(m_velocity)/5);
    //cerr<<"speed index:"<<speedIndex<<endl;
    //cerr<<"speed:"<<Length3(m_velocity)<<endl;
    switch(speedIndex) {
    case 0:
        return 9;
    case 1:
        return 12;
    case 2:
        return 16;
    case 3:
        return 22;
    case 4:
        return 25;
    case 5:
        return 28;
    case 6:
        return 30;
    case 7:
        return 33;
    default:
        return 35;
    }
}
Example #4
0
Matrix4 RPhysics::GetOrientTransform(Vector4 dirStart, Vector4 upStart1, Vector4 dirEnd, Vector4 upEnd1) {
    Vector4 temp = CrossProduct(dirStart,upStart1);
    Vector4 upStart = CrossProduct(temp,dirStart);
    temp = CrossProduct(dirEnd,upEnd1);
    Vector4 upEnd = CrossProduct(temp,dirEnd);
    dirStart = Normalize3(dirStart);
    dirEnd = Normalize3(dirEnd);
    upStart = Normalize3(upStart);
    upEnd = Normalize3(upEnd);
    Matrix4 transform;
    transform.Identity();
    
    Vector4 axis1 = CrossProduct(dirStart,dirEnd);
    if(Length3(axis1)==0) axis1 = upEnd;
    float angle1 = Angle3(dirStart,dirEnd);
    Matrix4 rotMat;
    rotMat.Rotation(angle1,axis1);
    Vector4 newUp = rotMat*upStart;
    Vector4 axis2 = CrossProduct(newUp,upEnd);
    if(Length3(axis2)==0) axis2 = dirEnd;
    float angle2 = Angle3(upEnd,newUp);
    if(angle1*angle2*0!=0) return transform;
    Matrix4 toRot;
    toRot.Rotation(angle2,axis2);
    transform= transform*toRot;
    toRot.Rotation(angle1,axis1);
    transform = transform*toRot;
    if(!(transform[0][0]<=3||transform[0][0]>=3)) {
        cerr<<endl;
        cerr<<angle1<<endl;
        cerr<<angle2<<endl;

        PrintVector(dirStart);
        PrintVector(upStart);
        PrintVector(dirEnd);
        PrintVector(upEnd);
        cout<<flush;
        exit(1);
    }
    return transform;

    
}
Example #5
0
void TTraction::ResistanceCalc(int d, double r, TTractionPowerSource *ps)
{ //(this) jest przês³em zasilanym, o rezystancji (r), policzyæ rezystancjê zastêpcz¹ s¹siednich
    if (d >= 0)
    { // pod¹¿anie we wskazanym kierunku
        TTraction *t = hvNext[d], *p;
        if (ps)
            psPower[d ^ 1] = ps; // pod³¹czenie podanego
        else
            ps = psPower[d ^ 1]; // zasilacz od przeciwnej strony ni¿ idzie analiza
        d = iNext[d]; // kierunek
        // double r; //sumaryczna rezystancja
        if (DebugModeFlag) // tylko podczas testów
            Material = 4; // pokazanie, ¿e to przês³o ma pod³¹czone zasilanie
        while (t ? !t->psPower[d] : false) // jeœli jest jakiœ kolejny i nie ma ustalonego zasilacza
        { // ustawienie zasilacza i policzenie rezystancji zastêpczej
            if (DebugModeFlag) // tylko podczas testów
                if (t->Material != 4) // przês³a zasilaj¹cego nie modyfikowaæ
                {
                    if (t->Material < 4)
                        t->Material = 4; // tymczasowo, aby zmieni³a kolor
                    t->Material |= d ? 2 : 1; // kolor zale¿ny od strony, z której jest zasilanie
                }
            t->psPower[d] = ps; // skopiowanie wskaŸnika zasilacza od danej strony
            t->fResistance[d] = r; // wpisanie rezystancji w kierunku tego zasilacza
            r += t->fResistivity * Length3(t->vParametric); // doliczenie oporu kolejnego odcinka
            p = t; // zapamiêtanie dotychczasowego
            t = p->hvNext[d ^ 1]; // pod¹¿anie w tê sam¹ stronê
            d = p->iNext[d ^ 1];
            // w przypadku zapêtlenia sieci mo¿e siê zawiesiæ?
        }
    }
    else
    { // pod¹¿anie w obu kierunkach, mo¿na by rekurencj¹, ale szkoda zasobów
        r = 0.5 * fResistivity *
            Length3(vParametric); // powiedzmy, ¿e w zasilanym przêœle jest po³owa
        if (fResistance[0] == 0.0)
            ResistanceCalc(0, r); // do ty³u (w stronê Point1)
        if (fResistance[1] == 0.0)
            ResistanceCalc(1, r); // do przodu (w stronê Point2)
    }
};
Example #6
0
Vector4 RPhysics::CalculateResistanceForce() {
    Vector4 drag = -DRAG_CONSTANT*m_velocity;

    Vector4 ahead = m_player->GetAhead();
    
    float currSpeed = Length3(m_velocity);
    float frictionPercent=0;
    if(currSpeed>0) {
        frictionPercent = Angle3(m_velocity,ahead);
        if(frictionPercent>PI/2) frictionPercent = PI-frictionPercent;
        frictionPercent/=(PI/2);
        //frictionPercent = frictionPercent*frictionPercent;
        //cerr<<"f:"<<frictionPercent<<endl;
    }
    Vector4 friction = -FRICTION_CONST*frictionPercent*m_velocity/PI;
    Vector4 ret = friction+drag;
    if(ret[0]*0!=0) return Vector4(0,0,0);
    return ret;
}
Example #7
0
void RPhysics::DoPhysics(int deltaTime) {
    
 
    Vector4 ahead = m_player->GetAhead();
    if(Length3(m_velocity)==0) {
        m_velocity = MIN_VEL*ahead;
    }
    Vector4 inputForce = CalculateInputForce();
    
    Vector4 resistance = CalculateResistanceForce();
    //cerr<<"input force";
    //PrintVector(inputForce);
    //cerr<<"resistance force:";
    //PrintVector(resistance);
    Vector4 turnDir = GetTurnDir();
    if(m_boostLeft>0) {
        inputForce+=BOOST_AMT*Normalize3(turnDir);
        m_boostLeft-=deltaTime;
    }
    Vector4 totalForce = inputForce+resistance;
    for(int i=0;i<m_impulseForces.size();i++) {
        totalForce+=m_impulseForces[i];
    }
    m_impulseForces.clear();
    float currSpeed = Length3(m_velocity);
    
    Vector4 newVelocity = m_velocity+deltaTime/1000.0*totalForce;
    //cerr<<"new velocity:";
    //PrintVector(newVelocity);
    float newSpeed = Length3(newVelocity);
    Vector4 deltaPos = newVelocity*deltaTime/1000.0;
    float distance = Length3(deltaPos);
    if(distance>0) {
        Vector4 oldUp = m_player->GetUp();
        Vector4 oldAhead = m_player->GetAhead();
        Vector4 oldDir = newVelocity;
        if(currSpeed==0) oldDir = oldAhead;
        collision = false;
        Vector4 newDir;
        if(newSpeed>MIN_VEL)
            m_player->Move(distance,deltaPos,newDir);
        else
            newDir = deltaPos;
        if(!collision) {
            m_velocity = Normalize3(newDir)*newSpeed;
        }
            Matrix4 transform = GetOrientTransform(oldDir,oldUp,newDir,m_player->GetUp());
            oldAhead(3) = 1;
            //cerr<<"orient transform:";
            //PrintMatrix(transform);
            Vector4 newAhead = transform*oldAhead;
            Vector4 desiredAhead = transform*turnDir;
          
            //cerr<<"new ahead:";
            //PrintVector(newAhead);
            //cerr<<deltaTime<<endl;
            Vector4 toSetAhead = Normalize3(8*33.3/deltaTime*newAhead+desiredAhead);
            //            if(currSpeed==0&&(m_brakeState==PRESSED||m_pedalState==RELEASED)) toSetAhead*=-1;
            m_player->SetAhead(toSetAhead);
            //}
    }

    
}
Example #8
0
bool RPhysics::VelIsPositive() {
    if(Length3(m_velocity)>MIN_VEL) return true;
    else return false;
}
Example #9
0
void RCamera::Animate(int deltaTime) {
    const float UP_AMT = 1;
    const float BACK_AMT = 2.2;
    const float LOOK_AHEAD = 6;
    
    glLoadIdentity();

    RPlayer *player = m_engine->GetPlayer(m_playerId);
    Vector4 desiredUp = Normalize3(player->GetUp());
    
    Vector4 playAhead = player->GetAhead();
    Vector4 dirNormal = CrossProduct(playAhead,desiredUp);
    playAhead = Normalize3(CrossProduct(desiredUp,dirNormal));
    
    Vector4 desiredPos = player->GetPosition()+desiredUp*UP_AMT-playAhead*BACK_AMT;

    Vector4 desiredAhead = Normalize3(player->GetPosition()+playAhead*LOOK_AHEAD-desiredPos);
    
    
    float distance = Length3(desiredPos - m_pos);

    m_pos = desiredPos;
    m_ahead = desiredAhead;
    m_up = CrossProduct(CrossProduct(m_ahead,desiredUp),m_ahead);
    Vector4 aa = m_pos+m_ahead;
    if(!freeCameraEnabled)
        gluLookAt(m_pos[0],m_pos[1],m_pos[2],aa[0],aa[1],aa[2],m_up[0],m_up[1],m_up[2]);

    //m_ahead = playAhead;
    // NOTE:
    // m_ahead and m_up must be normal to each other
    // AND correspond exactly to depth and height.
    // View Frustum culling finds the the vertices
    // of the view frustum by moving in these directions,
    // so if they are not exactly straight ahead and straight up
    // there will be a problem.
    //m_ahead = Normalize3(player->GetAhead());
    //m_ahead = Normalize3(desiredAhead);
    //m_up = desiredUp;
    //m_up = Normalize3(player->GetUp());


    //Vector4 pointAhead = desiredPos+desiredAhead;
    //Vector4 pointAhead = m_pos+m_ahead;
    
    //gluLookAt(m_pos[0],m_pos[1],m_pos[2],pointAhead[0],pointAhead[1],pointAhead[2],m_up[0],m_up[1],m_up[2]);
    //glLoadIdentity();
    timeSinceLastMove +=deltaTime;
    //if(timeSinceLastMove>100) {
    timeSinceLastMove = 0;
    viewPos[0]+=-speed*sin(viewAngle*PI/180);;
    viewPos[2]+=speed*cos(viewAngle*PI/180);
    
    
    if (freeCameraEnabled) {
      if(onTrack) m_engine->GetWorld()->getTrack()->Viewpoint(trackDistance,12);
      else {
	glRotatef(viewAngle,0,1,0);
	glTranslatef(viewPos[0],viewPos[1],viewPos[2]);
      }
    }

    /*
    Vector4 pos = player->GetPosition()+.2*desiredUp;
    Vector4 a = pos+playAhead;
    
    m_ahead = Normalize3(playAhead);
    
    Vector4 upNormalizer = CrossProduct(m_ahead,desiredUp);
    m_up = Normalize3(CrossProduct(upNormalizer,m_ahead));
    
    if (!freeCameraEnabled)
      gluLookAt(pos[0],pos[1],pos[2],a[0],a[1],a[2],m_up[0],m_up[1],m_up[2]);
    
    m_pos = pos;
    */
//     cout << "Position: "; PrintVector(m_pos); cout << endl;
//     cout << "Ahead: "; PrintVector(m_ahead); cout << endl;
//     cout << "Up: "; PrintVector(m_up); cout << endl;
}