Redline/source/carphysics.cpp

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//carphysics.cpp
//simulation of all forces and tourques moving the cars around
#include <math.h>
#include <AmbrosiaTools/stdtypes.h>
#include "vectors.h"
#include "entities.h"
#include "carphysics.h"
#include "gamemem.h"
#include "gameframe.h"
#include "roads.h"
#include "text.h"
#include "particles.h"
#include "tracks.h"
#include "collision.h"
#include "config.h"
#include "environment.h"
#include "gamesound.h"
#include "renderframe.h"
#include "networkphysics.h"
#define kMaxSmoke 120.0
#define kIndicatorTime 0.5
#define kMaxTwistAngle (PI/12)
#define kSpinRotations 10.0
#define kTrackPrecision 5 //each nTH frame a skid mark is generated
void InstallCarAddOns(tCarPhysics *phys)
{
tCarDefinition *car=&(phys->car);
for(int i=0;i<car->numAddOns;i++)
//is this add-on installed?
if((phys->addOns>>i)&1)
if(!(phys->addOns&car->addOns[i].conflicts))
{
car->mass+=car->addOns[i].mass;
car->massCenter=car->massCenter+car->addOns[i].massCenter;
car->rearLift+=car->addOns[i].rearLift;
car->frontLift+=car->addOns[i].frontLift;
car->frontAirResistance+=car->addOns[i].frontAirResistance;
if(car->addOns[i].powerPercent>0)
{
car->power*=car->addOns[i].powerPercent;
car->powerRPM*=car->addOns[i].powerPercent;
}
if(car->addOns[i].frontSwayBar>0)
car->frontSwayBar=car->addOns[i].frontSwayBar;
if(car->addOns[i].exhaustFire>0)
car->exhaustFire=car->addOns[i].exhaustFire;
if(car->addOns[i].rearSwayBar>0)
car->rearSwayBar=car->addOns[i].rearSwayBar;
if(car->addOns[i].damperStrength>0)
car->damperStrength=car->addOns[i].damperStrength;
if(car->addOns[i].engineInertia>0)
car->engineInertia=car->addOns[i].engineInertia;
if(car->addOns[i].topGearRatio>0)
car->gearRatios[car->numGears-1]=car->addOns[i].topGearRatio;
if(car->addOns[i].maxRPM>0)
car->maxRPM=car->addOns[i].maxRPM;
if(car->addOns[i].track>0)
{
car->wheels[0].pos.x-=car->addOns[i].track;
car->wheels[1].pos.x+=car->addOns[i].track;
car->wheels[2].pos.x-=car->addOns[i].track;
car->wheels[3].pos.x+=car->addOns[i].track;
}
if(car->addOns[i].frontWheelWidth>0)
{
car->wheels[0].width=car->addOns[i].frontWheelWidth;
car->wheels[1].width=car->addOns[i].frontWheelWidth;
}
if(car->addOns[i].rearWheelWidth>0)
{
car->wheels[2].width=car->addOns[i].rearWheelWidth;
car->wheels[3].width=car->addOns[i].rearWheelWidth;
}
if(car->addOns[i].frontMaxSuspension>0)
{
car->wheels[0].maxSuspension=car->addOns[i].frontMaxSuspension;
car->wheels[1].maxSuspension=car->addOns[i].frontMaxSuspension;
}
if(car->addOns[i].rearMaxSuspension>0)
{
car->wheels[2].maxSuspension=car->addOns[i].rearMaxSuspension;
car->wheels[3].maxSuspension=car->addOns[i].rearMaxSuspension;
}
if(car->addOns[i].torquePercent>0)
car->torque*=car->addOns[i].torquePercent;
if(car->addOns[i].differentialLockCoefficient>0)
car->differentialLockCoefficient=car->addOns[i].differentialLockCoefficient;
if(car->addOns[i].finalDriveRatio>0)
car->finalDriveRatio=car->addOns[i].finalDriveRatio;
if(car->addOns[i].gearSwitchTime>0)
car->gearSwitchTime=car->addOns[i].gearSwitchTime;
}
}
float WheelGroundDistance(tGameEntity *carEntity,tVector3 wheelPos,tVector3 yDir,tWheelDefinition *wheel,tVector3 *groundNormal,float oldHeight,int *surfaceType,float *bump)
//returns the distance between the wheel at wheelPos and the ground.
//gives the normal of the ground under the wheel in groundNormal
//and the surface type of the ground in surfaceType
{
tVector3 wheelGroundPoint=wheelPos-yDir*(wheel->radius+oldHeight);
return GetGroundOffsetAndBump(wheelGroundPoint,&carEntity->lastRoadIndex,groundNormal,surfaceType,bump)+oldHeight;
}
void CalcWheelPositions(tGameEntity *carEntity,tCarDefinition *car,tCarPhysics *phys,tWheelCalcData *wheels)
//Calculates the positions and directions/angles of all wheels of the car passed in carEntity.
{
for(int i=0;i<car->numWheels;i++)
{
wheels[i].pos=car->wheels[i].pos*carEntity->dir;
wheels[i].velo=((wheels[i].pos*carEntity->rVelo)-wheels[i].pos)*kFPS+carEntity->velo;
wheels[i].oldAngle=phys->wheels[i].angle;
if(phys->wheels[i].rotation>=2*PI)
phys->wheels[i].rotation-=2*PI;
else if(phys->wheels[i].rotation<0)
phys->wheels[i].rotation+=2*PI;
phys->wheels[i].angle=car->wheels[i].maxAngle*phys->steering;//*(0.5+0.5*sqr(phys->steering));
}
}
void CalcWheelGroundOffsets(tGameEntity *carEntity,tCarDefinition *car,tCarPhysics *phys,tWheelCalcData *wheels)
//Calculates the spring supression for all wheels of the car passed in carEntity.
{
for(int i=0;i<car->numWheels;i++)
{
float dist=WheelGroundDistance(carEntity,wheels[i].pos+carEntity->pos,*MatrixGetYVector(carEntity->dir),&car->wheels[i],&wheels[i].groundNormal,phys->wheels[i].suspension,&phys->wheels[i].surfaceType,&(wheels[i].bump));
if(wheels[i].onGround=dist<car->wheels[i].maxSuspension)
{
phys->wheels[i].suspension=dist;
if(phys->wheels[i].suspension<0)
phys->wheels[i].suspension=0;
}
else
phys->wheels[i].suspension=car->wheels[i].maxSuspension;
}
}
void CalcSwayBars(tCarDefinition *car,tCarPhysics *phys,tWheelCalcData *wheels)
//Calculates the Forces generated by the cars Anti-Sway-Bars.
{
float force;
int arcade=(gGameInfo->arcade==kGameModeArcade||gGameInfo->arcade==kGameModeTurbo);
force=(phys->wheels[1].suspension-phys->wheels[0].suspension)*(car->frontSwayBar+(arcade?car->mass*10:0));
wheels[0].suspensionForce+=force;
wheels[1].suspensionForce-=force;
force=(phys->wheels[3].suspension-phys->wheels[2].suspension)*(car->rearSwayBar+(arcade?car->mass*10:0));
wheels[2].suspensionForce+=force;
wheels[3].suspensionForce-=force;
}
void CalcWheelSupension(tGameEntity *carEntity,tCarDefinition *car,tCarPhysics *phys,tWheelCalcData *wheels)
//Calculates spring and damper forces
{
//Calculate the distance of each wheel from car's center of gravity
float totalInvMassDistance=0;
float invMassDistance[kMaxWheels];
for(int i=0;i<car->numWheels;i++)
{
invMassDistance[i]=1/~(car->massCenter-car->wheels[i].pos);
totalInvMassDistance+=invMassDistance[i];
}
//factor used to calculate the spring forces
float totalSpringForceFactor=car->mass*2*gEnvironment->gravity;
tVector3 zDir=*MatrixGetZVector(carEntity->dir);
float airRes=~carEntity->velo*0.5*fabs(zDir*carEntity->velo)*gEnvironment->airDensity;
for(int i=0;i<car->numWheels;i++)
{
//from the distance to CG, determine the fraction of the cars mass this wheel has to carry.
//not entierly correct, but should suffice for most cases
float massFraction=invMassDistance[i]/totalInvMassDistance;
float calcSuspension=(phys->wheels[i].suspension/car->wheels[i].maxSuspension)*2-1;
calcSuspension=calcSuspension*calcSuspension*calcSuspension;
calcSuspension=(calcSuspension*0.5+0.5)*car->wheels[i].maxSuspension;
calcSuspension=phys->wheels[i].suspension;
//calculate spring force, based on totalSpringForceFactor, massFraction, and the ratio of spring compression
//wheels[i].suspensionForce=(car->wheels[i].maxSuspension-phys->wheels[i].suspension)*totalSpringForceFactor*massFraction/car->wheels[i].maxSuspension;
wheels[i].suspensionForce=(car->wheels[i].maxSuspension-calcSuspension)*totalSpringForceFactor*massFraction/car->wheels[i].maxSuspension;
//if(gGameInfo->arcade&&gFrameCount*kFrameTime<=1)wheels[i].suspensionForce*=gFrameCount*kFrameTime;
//if the springs are fully compressed, we need to add another force, applied by the ground,
//which keeps the wheel from falling into the ground
if(!phys->wheels[i].suspension)
{
float aerodynamicForce=airRes*(i<2?car->frontLift:car->rearLift);
float fGroundForce=-wheels[i].velo*wheels[i].groundNormal*kFPS*car->mass/car->numWheels-aerodynamicForce/2;
if(fGroundForce>car->mass/car->numWheels*gEnvironment->gravity-aerodynamicForce/2)
fGroundForce=car->mass/car->numWheels*gEnvironment->gravity-aerodynamicForce/2;
if(fGroundForce>0)
wheels[i].suspensionForce+=fGroundForce;
}
//the spring and ground force make up the normal force to the wheel, used to calculate tire traction
wheels[i].normalForce=wheels[i].suspensionForce;
//and now, calculate damper forces
if(wheels[i].onGround){
//wheels speed WRT the ground
float wheelYVelo=wheels[i].velo*wheels[i].groundNormal;
//friction caused by the suspension (constant, not dependant on the speed of wheel Y movement)
float suspensionResistance=sign(wheelYVelo)*car->supsensionFriction*massFraction;
//force caused by dampers (a linear function of wheel Y velocity)
//dampers stronger in first second to avoid arcade mode shake bug.
suspensionResistance+=wheelYVelo*car->damperStrength*massFraction*((gGameInfo->arcade&&gFrameCount*kFrameTime<=1)?5:1);
//do not apply forces which are higher than necessary to damp all motion
if(fabs(suspensionResistance)>fabs(wheelYVelo*kFPS*car->mass/car->numWheels))
suspensionResistance=wheelYVelo*kFPS*car->mass/car->numWheels;
//to prevent unexpected behavior when loosing ground contact (ie. jumping with the car)
if(suspensionResistance>2*car->mass)
suspensionResistance=2*car->mass;
//apply damper resistance
wheels[i].suspensionForce-=suspensionResistance;
}
}
CalcSwayBars(car,phys,wheels);
int wall=true;
for(int i=0;i<car->numWheels;i++)
if(wheels[i].groundNormal.y!=0)
wall=false;
if(wall)
if(wheels[1].pos.y>wheels[0].pos.y)
{
wheels[1].suspensionForce+=100000;
wheels[3].suspensionForce+=100000;
}
else
{
wheels[0].suspensionForce+=100000;
wheels[2].suspensionForce+=100000;
}
}
tVector3 PacejkaCalcWheelRoadForces(tGameEntity *carEntity,tCarDefinition *car,tCarPhysics *phys,tWheelCalcData *wheels,int i,float engineTorque,float frictionTorque);
float CalcTorque(float rpm,tCarDefinition *car)
//Calculate the maximal torque the car can currently produce, based on engine revs.
//this is a function based on the car's power and torque ratings, and does not
//necessaryly correspond to the actual car's torque curve, but it is usually close enough.
//the advantage of this is that we do not need to know a car's actual torque chart to simulate a car.
{
float torqueResult;
if(rpm<car->torqueRPM)
torqueResult=car->torque*(-sqr(rpm/car->torqueRPM-1)+1);
else {
float maxPowerTorque=car->power/(car->powerRPM*2*PI/60);
float aproxFactor=(car->torque-maxPowerTorque)/(2*car->torqueRPM*car->powerRPM-sqr(car->powerRPM)-sqr(car->torqueRPM));
float torque=aproxFactor*sqr(rpm-car->torqueRPM)+car->torque;
torqueResult=torque>0?torque:0;
}
if(rpm>car->maxRPM)
{
torqueResult*=1-((rpm-car->maxRPM)*0.006);
if(torqueResult<0)
torqueResult=0;
}
if(rpm<0)
torqueResult=0;
return torqueResult;
}
#include "random.h"
void CalcWheelRoadForceNoClutch(tGameEntity *carEntity,tCarDefinition *car,tCarPhysics *phys,tWheelCalcData *wheels)
//Calculater the force the wheels apply onto road when the clutch is fully engaged
{
//Calculate the drivetrain ratio
float ratio=car->gearRatios[phys->gear+1]*car->finalDriveRatio;
if(gGameInfo->arcade==kGameModeTurbo)
ratio*=0.8;
//Calculate the engine inertia at the final drive
float inertia=car->engineInertia*sqr(ratio);
//Calculate the frictional braking torque of the engine (in N*m)
float engineFrictionTorque=25+phys->rpm*0.02;
if(car->engineBaseFriction||car->engineRPMFriction)
engineFrictionTorque=car->engineBaseFriction+car->idleRPM*car->engineRPMFriction;
//Calculate the current engine torque (in N*m)
float engineTorque=(CalcTorque(phys->rpm,car)+engineFrictionTorque)*phys->throttle;
if(phys->damage>kFatalDamage)
engineTorque=0;
if(phys->damage>kEngineDamage)
engineTorque=RandomProb(0.6)?engineTorque:0;
//Calculate average radius of powered wheels
float wheelRadius=0;
for(int i=0;i<car->numWheels;i++)
wheelRadius+=car->wheels[i].radius*car->wheels[i].powered;
//Calculate average angular velocity of powered wheels
float averageAngularVelo=0;
for(int i=0;i<car->numWheels;i++)
averageAngularVelo+=car->wheels[i].powered*phys->wheels[i].angularVelo*(car->wheels[i].radius/wheelRadius);
float rpm=0;
for(int i=0;i<car->numWheels;i++)
{
//Calculate the inertia at the wheel
wheels[i].inertia=car->wheels[i].inertia+car->wheels[i].powered*inertia;
//Calculate the amount of braking applied to the wheel
float braked=phys->brake+phys->handbrake*car->wheels[i].handbraked;
if(braked>1)braked=1;
float glow=braked*fabs(phys->wheels[i].angularVelo)*0.02;
if(glow>1)glow=1;
phys->wheels[i].glow+=(glow-0.2)*0.3*kFrameTime;
if(phys->wheels[i].glow>1)phys->wheels[i].glow=1;
else if(phys->wheels[i].glow<0)phys->wheels[i].glow=0;
//Calculate the torque applied by the brakes
float brakeFriction=braked*car->wheels[i].braked+fabs(phys->wheels[i].angularVelo)*wheels[i].normalForce*gSurfaceTypes->types[phys->wheels[i].surfaceType].brakeFactor;
//Calculate the torque applied by differential lock
float lockingTorque=(averageAngularVelo-phys->wheels[i].angularVelo*(car->wheels[i].radius/wheelRadius))*car->wheels[i].powered*car->differentialLockCoefficient;
//Calculate the total braking torque (brakes, friction) applied on the wheel
float wheelFrictionTorque=engineFrictionTorque*car->wheels[i].powered*fabs(ratio)+car->wheels[i].friction+brakeFriction;
//Calculate the engine torque applied on the wheels
float wheelEngineTorque=engineTorque*car->wheels[i].powered*ratio+lockingTorque;
if(wheels[i].onGround)
//Calculate the force the wheel applies onto the road
wheels[i].roadForce=PacejkaCalcWheelRoadForces(carEntity,car,phys,wheels,i,wheelEngineTorque,wheelFrictionTorque);
else{
//wheel applies no force onto the road
wheels[i].roadForce=Vector(0,0,0);
phys->wheels[i].slipVelo=0;
//Calculate wheel's new angular velocity
float angularAcceleration=((wheelEngineTorque-wheelFrictionTorque*sign(phys->wheels[i].angularVelo))/wheels[i].inertia);
if(-angularAcceleration*kFrameTime>phys->wheels[i].angularVelo)
phys->wheels[i].angularVelo=0;
else
phys->wheels[i].angularVelo+=angularAcceleration*kFrameTime;
}
//rotate the wheel according to it's angular velocity
phys->wheels[i].rotation+=phys->wheels[i].angularVelo*kFrameTime;
//Calulate average wheels angular velocities.
rpm+=phys->wheels[i].angularVelo*car->wheels[i].powered;
}
//Calculate new engine RPM
phys->engineAngularVelo=rpm*ratio;
phys->rpm=phys->engineAngularVelo*60.0/(2*PI);
}
//Calculates how much throttle has to be given to maintain the car's idle RPM
float CalcIdleThrottle(tCarDefinition *car)
{
float engineFrictionTorque=25+car->idleRPM*0.02;
if(car->engineBaseFriction||car->engineRPMFriction)
engineFrictionTorque=car->engineBaseFriction+car->idleRPM*car->engineRPMFriction;
float engineTorque=CalcTorque(car->idleRPM,car)+engineFrictionTorque;
return engineFrictionTorque/engineTorque;
}
float CalcEngine(tCarDefinition *car,tCarPhysics *phys)
{
if(phys->idleThrottle==0)
phys->idleThrottle=CalcIdleThrottle(car);
float rawEngineTorque=CalcTorque(phys->rpm,car);
float engineFrictionTorque=25+phys->rpm*0.02;
if(car->engineBaseFriction||car->engineRPMFriction)
engineFrictionTorque=car->engineBaseFriction+phys->rpm*car->engineRPMFriction;
float engineTorque=(rawEngineTorque+fabs(engineFrictionTorque))*phys->throttle;
if(phys->rpm>5*car->maxRPM)//safety against engine physics getting out of hand.
{
phys->rpm=0;
phys->gear=0;
}
if(phys->damage>kFatalDamage)
engineTorque=0;
if(phys->damage>kEngineDamage)
engineTorque=RandomProb(0.6)?engineTorque:0;
float engineAngularAcceleration=(engineTorque-engineFrictionTorque)/car->engineInertia;
phys->rpm=phys->engineAngularVelo*(60.0/(2*PI));
if(phys->rpm<car->idleRPM)
{
phys->rpm=car->idleRPM;
phys->clutch=0;
}
phys->engineAngularVelo+=engineAngularAcceleration*kFrameTime;
return engineAngularAcceleration;
}
float CalcWheelTorques(tGameEntity *carEntity,tCarDefinition *car,tCarPhysics *phys,tWheelCalcData *wheels,float ratio)
{
float oldDrivetrainAngularVelo=phys->drivetrainAngularVelo;
phys->drivetrainAngularVelo=0;
//Calculate average radius of powered wheels
float wheelRadius=0;
for(int i=0;i<car->numWheels;i++)
wheelRadius+=car->wheels[i].radius*car->wheels[i].powered;
//Calculate average angular velocity of powered wheels
float averageAngularVelo=0;
for(int i=0;i<car->numWheels;i++)
averageAngularVelo+=car->wheels[i].powered*phys->wheels[i].angularVelo*(car->wheels[i].radius/wheelRadius);
for(int i=0;i<car->numWheels;i++)
{
wheels[i].inertia=car->wheels[i].inertia;
//Calculate the amount of braking applied to the wheel
float braked=phys->brake+phys->handbrake*car->wheels[i].handbraked;
if(braked>1)braked=1;
if(gFrameCount*kFrameTime<kStartGameDelaySeconds)
braked=1;
float glow=braked*fabs(phys->wheels[i].angularVelo)*0.02;
if(glow>1)glow=1;
phys->wheels[i].glow+=(glow-0.2)*0.3*kFrameTime;
if(phys->wheels[i].glow>1)phys->wheels[i].glow=1;
else if(phys->wheels[i].glow<0)phys->wheels[i].glow=0;
//Calculate the torque applied by the brakes
float brakeFriction=braked*car->wheels[i].braked+fabs(phys->wheels[i].angularVelo)*wheels[i].normalForce*gSurfaceTypes->types[phys->wheels[i].surfaceType].brakeFactor;
//Calculate the torque applied by differential lock
float lockingTorque=(averageAngularVelo-phys->wheels[i].angularVelo*(car->wheels[i].radius/wheelRadius))*car->wheels[i].powered*car->differentialLockCoefficient;
//Calculate the total braking torque (brakes, friction) applied on the wheel
float wheelFrictionTorque=car->wheels[i].friction+brakeFriction;
float wheelEngineTorque=phys->clutchTorque*car->wheels[i].powered*ratio+lockingTorque;
if(wheels[i].onGround)
wheels[i].roadForce=PacejkaCalcWheelRoadForces(carEntity,car,phys,wheels,i,wheelEngineTorque,wheelFrictionTorque);
else{
float angularAcceleration=((wheelEngineTorque-wheelFrictionTorque*sign(phys->wheels[i].angularVelo))/wheels[i].inertia);
if(-angularAcceleration*kFrameTime>phys->wheels[i].angularVelo)
phys->wheels[i].angularVelo=0;
else
phys->wheels[i].angularVelo+=angularAcceleration*kFrameTime;
wheels[i].roadForce=Vector(0,0,0);
phys->wheels[i].slipVelo=0;
}
phys->wheels[i].rotation+=phys->wheels[i].angularVelo*kFrameTime;
phys->drivetrainAngularVelo+=phys->wheels[i].angularVelo*car->wheels[i].powered;
}
phys->drivetrainAngularVelo*=ratio;
return (phys->drivetrainAngularVelo-oldDrivetrainAngularVelo)/kFrameTime;
}
void CalcClutchTorqueTransfer(tCarDefinition *car,tCarPhysics *phys,float ratio,float engineAngularAcceleration,float drivetrainAngularAcceleration)
{
if(ratio==0||phys->clutch==0)
{
phys->clutchTorque=0;
return;
}
float angularAcceleration=(phys->engineAngularVelo+engineAngularAcceleration*kFrameTime-phys->drivetrainAngularVelo+drivetrainAngularAcceleration*kFrameTime)/kFrameTime;
float i1=car->engineInertia;
float i2=0;
for(int i=0;i<car->numWheels;i++)
if(car->wheels[i].powered)
i2+=car->wheels[i].inertia/sqr(ratio);
float inertia=(i1*i2)/(i1+i2);
float optimalTorque=inertia*angularAcceleration;
float maxTorque=car->maxClutchTorqueTransfer*phys->clutch*2;
phys->clutchTorque=optimalTorque<maxTorque?optimalTorque:maxTorque;
phys->engineAngularVelo-=phys->clutchTorque/i1*kFrameTime;
}
void CalcWheelRoadForceClutch(tGameEntity *carEntity,tCarDefinition *car,tCarPhysics *phys,tWheelCalcData *wheels)
{
float ratio=car->gearRatios[phys->gear+1]*car->finalDriveRatio;
if(gGameInfo->arcade==kGameModeTurbo)
ratio*=0.8;
float engineAngularAcceleration=CalcEngine(car,phys);
float drivetrainAngularAcceleration=CalcWheelTorques(carEntity,car,phys,wheels,ratio);
CalcClutchTorqueTransfer(car,phys,ratio,engineAngularAcceleration,drivetrainAngularAcceleration);
}
void CalcWheelRoadForce(tGameEntity *carEntity,tCarDefinition *car,tCarPhysics *phys,tWheelCalcData *wheels)
{
if(phys->clutch==1.0&&phys->gear!=0)
CalcWheelRoadForceNoClutch(carEntity,car,phys,wheels);
else
CalcWheelRoadForceClutch(carEntity,car,phys,wheels);
}
void CalcTotalWheelForce(tGameEntity *carEntity,tCarDefinition *car,tCarPhysics *phys,tWheelCalcData *wheels,tVector3 *totalWheelForce,tVector3 *totalWheelTorque)
{
*totalWheelForce=Vector(0,0,0);
*totalWheelTorque=Vector(0,0,0);
for(int i=0;i<car->numWheels;i++){
tVector3 wheelForce=wheels[i].roadForce+wheels[i].suspensionForce*wheels[i].groundNormal;
tVector3 wheelGroundPoint=wheels[i].pos-*MatrixGetYVector(carEntity->dir)*(car->wheels[i].radius+phys->wheels[i].suspension);
tVector3 wheelCarTorque=(wheelGroundPoint-car->massCenter*carEntity->dir)%wheelForce;
*totalWheelTorque=*totalWheelTorque+wheelCarTorque;
*totalWheelForce=*totalWheelForce+wheelForce;
}
if(phys->rpm<car->jerkRPM)
phys->rpm=car->jerkRPM;
}
#define kMaxDraftDistance 60.0
#define kMaxDraftAngle (PI/15.0)
#define kMaxDraftVeloAngle (PI/10.0)
float CalcDraftFactor(tGameEntity *car1)
{
float draftFactor=0;
for(int i=0;i<gGameInfo->numPlayers;i++)
if(gCarEntities[i]!=car1)
{
tGameEntity *car2=gCarEntities[i];
tVector3 v=car2->pos-car1->pos;
float dir,veloDir,dist;
dir=1-acos((!car1->velo)*!v)/kMaxDraftAngle;
if(isnan(dir))dir=1;
if(dir<0)dir=0;
veloDir=1-acos((!car1->velo)*(!car2->velo))/kMaxDraftVeloAngle;
if(isnan(veloDir))veloDir=1;
if(veloDir<0)veloDir=0;
dist=1-(~v)/kMaxDraftDistance;
if(dist<0)dist=0;
draftFactor+=dir*veloDir*dist;
}
if(draftFactor>1)
draftFactor=1;
return draftFactor;
}
//#define __NO_AERODYNAMICS
void CalcAerodynamics(tGameEntity *carEntity,tCarDefinition *car,tVector3 *aerodynamicForce,tVector3 *aerodynamicTorque)
{
#ifndef __NO_AERODYNAMICS
tVector3 xDir=*MatrixGetXVector(carEntity->dir);
tVector3 yDir=*MatrixGetYVector(carEntity->dir);
tVector3 zDir=*MatrixGetZVector(carEntity->dir);
float fVelo=~carEntity->velo;
float draftFactor=CalcDraftFactor(carEntity);
float airRes=fVelo*0.5*fabs(zDir*carEntity->velo)*gEnvironment->airDensity;
tVector3 frontSpoilPoint=Vector(0,car->massCenter.y,car->wheels[0].pos.z)*carEntity->dir;
tVector3 rearSpoilPoint=Vector(0,car->massCenter.y,car->wheels[2].pos.z)*carEntity->dir;
*aerodynamicForce=yDir*airRes*(car->frontLift+car->rearLift);
*aerodynamicTorque=(frontSpoilPoint-car->massCenter*carEntity->dir)%(yDir*airRes*(car->frontLift))+(rearSpoilPoint-car->massCenter*carEntity->dir)%(yDir*airRes*(car->rearLift));
tVector3 dragCenter=Vector(0,car->massCenter.y,0);
float dragFactor=fabs(zDir*carEntity->velo*car->frontAirResistance)+fabs(yDir*carEntity->velo*car->topAirResistance)+fabs(xDir*carEntity->velo*car->sideAirResistance);
*aerodynamicForce=*aerodynamicForce-carEntity->velo*0.5*dragFactor*gEnvironment->airDensity*(1-0.9*draftFactor);
*aerodynamicTorque=*aerodynamicTorque+((dragCenter-car->massCenter)*carEntity->dir)%*aerodynamicForce;
#else
*aerodynamicForce=Vector(0,0,0);
*aerodynamicTorque=Vector(0,0,0);
#endif
}
void CarLights(tCarPhysics *phys)
{
phys->lightFlags&=~(kLightFlagRevLight+kLightFlagBrakeLight);
if((int)(gFrameCount*kFrameTime/kIndicatorTime)&1)
phys->lightFlags&=~(kLightFlagLIndLight+kLightFlagRIndLight);
if(phys->brake>0)
phys->lightFlags|=kLightFlagBrakeLight;
if(phys->gear==-1)
phys->lightFlags|=kLightFlagRevLight;
if(gEnvironment->spotLightEnable&&gFrameCount==0)
phys->lightFlags|=kLightFlagDriveLight;
}
//Create Tracks and Particle Effects for the car
void CarCreateEffects(tGameEntity *carEntity,tCarDefinition *car,tCarPhysics *phys,tWheelCalcData *wheels)
{
float totalSlip=0;
for(int i=0;i<car->numWheels;i++)
{
tSurfaceType *surf=gSurfaceTypes->types+phys->wheels[i].surfaceType;
totalSlip+=fabs(phys->wheels[i].slipVelo)/car->numWheels;
//does this surface smoke?
if(wheels[i].onGround)
if(surf->smokeEnable&&!((gCameraMode==kCameraCockpit||gCameraMode==kCameraCockpitCarHidden)&&carEntity==gViewedEntity))
{
//is the wheel slipping enough to smoke?
float smoke=(fabs(phys->wheels[i].slipVelo)-surf->minSmokeSlideVelo)/(surf->maxSmokeSlideVelo-surf->minSmokeSlideVelo);
if(smoke>0)
{
//create particles
tParticlesDef def;
ParticlesInitDef(&def);
if(smoke>1)smoke=1;
smoke*=kMaxSmoke;
def.sprite=surf->smokeTexture;
def.maxSpread=surf->smokeSpread;
def.maxVelo=surf->smokeMaxVelo;
def.gravity=surf->smokeGravity;
def.maxLife=surf->smokeMaxLife;
def.brightness=0.5+(gEnvironment->ambient.x+gEnvironment->ambient.y+gEnvironment->ambient.z)*0.166;
def.screenTexture=surf->smokeStickEnable?surf->smokeTexture:-1;
def.xSize=surf->smokeSize;def.ySize=surf->smokeSize;
tVector3 baseVelo=Vector(0,0.03,-0.1*phys->wheels[i].slip)*carEntity->dir*surf->smokeSpeed+carEntity->velo*0.3;
ParticlesCreate(smoke*kFrameTime,wheels[i].pos+carEntity->pos,baseVelo,&def);
}
}
//does this surface leave tracks?
if(surf->trackEnable&&!((gCameraMode==kCameraCockpit||gCameraMode==kCameraCockpitCarHidden)&&carEntity==gViewedEntity))
//we only generate tracks every kTrackPrecision-th frame for performance reasons
if(!(gFrameCount%kTrackPrecision))
{
//Calculate track intensity
float tracks=(fabs(phys->wheels[i].slipVelo)-surf->minTrackSlideVelo)/(surf->maxTrackSlideVelo-surf->minTrackSlideVelo);
if(tracks>0&&wheels[i].onGround)
{
//create tracks.
if(tracks>1)tracks=1;
tVector3 pos1=wheels[i].pos+carEntity->pos-wheels[i].groundNormal*(phys->wheels[i].suspension+car->wheels[i].radius);
pos1.y-=wheels[i].bump;
tVector3 pos2=pos1+wheels[i].velo*kFrameTime;
phys->wheels[i].lastTrack=TracksAdd(pos1,pos2,wheels[i].groundNormal,car->wheels[i].width,gSurfaceTypes->types[phys->wheels[i].surfaceType].trackTexture,tracks,phys->wheels[i].lastTrack);
}
else phys->wheels[i].lastTrack=0;
}
}
//make the car dirtier
phys->dirt+=totalSlip*kFrameTime*0.1;
if(phys->dirt>100)
phys->dirt=100;
//exhaust fire
if(car->exhaustFire+(phys->damage>kEngineDamage?100000:0))
{
float exhaustFire=(((phys->oldThrottle-phys->throttle)*kFPS*phys->rpm)-(car->exhaustFire+(phys->damage>kEngineDamage?100000:0)))/((car->exhaustFire+(phys->damage>kEngineDamage?100000:0)));
if(exhaustFire>0)
{
if(exhaustFire>1)exhaustFire=1;
CarPlayCrashNoise(carEntity,FileGetReference("exhaust.wav"),exhaustFire);
if(exhaustFire>0.5)
{
tParticlesDef def;
ParticlesInitDef(&def);
def.sprite=FileGetReference("exhaustfire.pct");
def.maxSpread=0.1;
def.maxVelo=0.2;
def.gravity=-0.2;
def.maxLife=0.3;
def.screenTexture=-1;
def.xSize=0.6;def.ySize=0.6;
def.grow=true;
tVector3 baseVelo=Vector(0,0,0);
//two exhaust pipes. Both may be at the same space to make it look like one.
ParticlesCreate(exhaustFire*200*kFrameTime,car->exhaust1Pos*carEntity->dir+carEntity->pos,baseVelo,&def);
ParticlesCreate(exhaustFire*200*kFrameTime,car->exhaust2Pos*carEntity->dir+carEntity->pos,baseVelo,&def);
}
}
}
phys->oldThrottle=phys->throttle;
//exhaust smoke.
float v=~carEntity->velo;
if(v<10&&phys->damage<kFatalDamage)
{
tParticlesDef def;
ParticlesInitDef(&def);
float smoke=0.2+0.8*phys->throttle;
def.sprite=FileGetReference("exhaustsmoke.pct");
def.maxSpread=0.1;
def.maxVelo=0.2;
def.gravity=-0.8;
def.maxLife=2;
def.a=1-(v*0.1);
def.screenTexture=-1;
def.xSize=0.4;def.ySize=0.4;
def.grow=true;
tVector3 baseVelo=-*MatrixGetZVector(carEntity->dir)*smoke*2;
//two exhaust pipes. Both may be at the same space to make it look like one.
ParticlesCreate(smoke*40*kFrameTime,car->exhaust1Pos*carEntity->dir+carEntity->pos,baseVelo,&def);
ParticlesCreate(smoke*40*kFrameTime,car->exhaust2Pos*carEntity->dir+carEntity->pos,baseVelo,&def);
}
if(phys->damage>kEngineDamage)
{
tParticlesDef def;
ParticlesInitDef(&def);
float smoke=0.2+0.8*phys->throttle;
def.sprite=FileGetReference("exhaustsmoke.pct");
def.maxSpread=0.2;
def.maxVelo=0.3;
def.gravity=-0.7;
def.maxLife=2;
def.a=1;
def.screenTexture=-1;
def.xSize=1.5;def.ySize=1.5;
def.grow=true;
tVector3 baseVelo=Vector(0,1,0);
//two exhaust pipes. Both may be at the same space to make it look like one.
ParticlesCreate(smoke*60*kFrameTime,Vector(0,1,2.3)*carEntity->dir+carEntity->pos,baseVelo,&def);
}
}
void CarPhysicsEntitySimulation(tGameEntity *carEntity)
{
tCarPhysics *phys=(tCarPhysics*)carEntity->physics;
tCarDefinition *car=&(phys->car);
tWheelCalcData wheels[kMaxWheels];
if(carEntity==gViewedEntity)
phys->regCode=RT3_GetLicenseCode();
//Wheels position and velocity
CalcWheelPositions(carEntity,car,phys,wheels);
//wheels position relative to the ground
CalcWheelGroundOffsets(carEntity,car,phys,wheels);
//wheels springs & suspension
CalcWheelSupension(carEntity,car,phys,wheels);
if(carEntity->physicsMachine==kPhysicsRemote||gReplay)
{
for(int i=0;i<kMaxWheels;i++)
wheels[i].roadForce=Vector(0,0,0);
//Sum of wheel forces
tVector3 totalWheelForce,totalWheelTorque;
CalcTotalWheelForce(carEntity,car,phys,wheels,&totalWheelForce,&totalWheelTorque);
//Gravity
tVector3 gravityForce=Vector(0,-car->mass*gEnvironment->gravity,0);
//Apply Forces
tVector3 totalForce=totalWheelForce+gravityForce;
tVector3 acceleration=totalForce*(1/car->mass);
carEntity->velo=carEntity->velo+acceleration*kFrameTime;
}
else
{
//Force the wheel projects onto the road
CalcWheelRoadForce(carEntity,car,phys,wheels);
//Sum of wheel forces
tVector3 totalWheelForce,totalWheelTorque;
CalcTotalWheelForce(carEntity,car,phys,wheels,&totalWheelForce,&totalWheelTorque);
//Aerodynamics
tVector3 aerodynamicForce,aerodynamicTorque;
CalcAerodynamics(carEntity,car,&aerodynamicForce,&aerodynamicTorque);
//Gravity
tVector3 gravityForce=Vector(0,-car->mass*gEnvironment->gravity,0);
//Apply Forces
tVector3 totalForce=totalWheelForce+aerodynamicForce+gravityForce;
tVector3 acceleration=totalForce*(1/car->mass);
carEntity->accel=acceleration;
carEntity->velo=carEntity->velo+acceleration*kFrameTime;
//Apply Torques
tVector3 totalTorque=totalWheelTorque+aerodynamicTorque;
tMatrix3 invMatrix;
MatrixTranspose(carEntity->dir,invMatrix);
totalTorque=totalTorque*invMatrix;
float zTorq=1;
if(gFrameCount<kFPS*5)
zTorq=gFrameCount/(kFPS*5);
tVector3 angularAcceleration=Vector(totalTorque.x/car->inertia.x,totalTorque.y/car->inertia.y,zTorq*totalTorque.z/car->inertia.z)*carEntity->dir;
tMatrix3 accelerationMatrix;
RotationVectorToMatrix(angularAcceleration*kFrameTime*kFrameTime,accelerationMatrix);
MatrixMult(carEntity->rVelo,accelerationMatrix,carEntity->rVelo);
//if(carEntity->physicsMachine==kPhysicsLocal&&!gReplay)
//{
//Lights
CarLights(phys);
int wheelOnGround=0;
for(int i=0;i<car->numWheels;i++)
{
if(wheels[i].onGround)
wheelOnGround++;
phys->wheels[i].onGround=wheels[i].onGround;
}
// if(wheelOnGround>2)//no y network Accel when on ground to dampen spring motion on bumpy surfaces
// carEntity->accel.y=0;
//Crash Recovery
if(((wheelOnGround<car->numWheels&&wheelOnGround<4)||phys->collision>gFrameCount-10)&&phys->damage<kFatalDamage)
{
if(gFrameCount-phys->crashTime>kFPS*5)
if(sqr(carEntity->velo)<sqr(2)||(phys->collision>gFrameCount-10&&sqr(carEntity->velo)<sqr(15)))
{
RoadCenterCar(carEntity);
phys->crashTime=gFrameCount;
phys->stuckTime=gFrameCount;
}
}
else
phys->crashTime=gFrameCount;
carEntity->lastActivity=gFrameCount;
int wheelsOnGround=0;
for(int i=0;i<car->numWheels;i++)
if(wheels[i].onGround)
wheelsOnGround++;
phys->onGround=wheelsOnGround>=2;
}
//Smoke and Tracks!
CarCreateEffects(carEntity,car,phys,wheels);
}
#define kMaxCornerAccel 15
#define kMaxEngineAccel 6
#define kMaxBrakeAccel 8
#define kEngineFactor 0.8
void CarPhysicsEntitySimple(tGameEntity *carEntity)
{
tCarPhysics *phys=(tCarPhysics*)carEntity->physics;
tVector3 velo=carEntity->velo;
tVector3 rVelo=MatrixToEulerAngles(carEntity->rVelo);
rVelo.y=0;
EulerAnglesToMatrix(rVelo,carEntity->rVelo);
CarPhysicsEntitySimulation(carEntity);
carEntity->velo.x=(5*velo.x+carEntity->velo.x)/6.0;
carEntity->velo.z=(5*velo.z+carEntity->velo.z)/6.0;
tCarDefinition *car=&(phys->car);
float groundFriction=0;
for(int i=0;i<car->numWheels;i++)
groundFriction+=gSurfaceTypes->types[phys->wheels[i].surfaceType].grip/(float)car->numWheels;
//Calculate the drivetrain ratio
float ratio=car->gearRatios[phys->gear+1]*car->finalDriveRatio;
//Calculate the engine inertia at the final drive
float inertia=car->engineInertia*sqr(ratio);
//Calculate the frictional braking torque of the engine (in N*m)
float engineFrictionTorque=25+phys->rpm*0.02;
if(car->engineBaseFriction||car->engineRPMFriction)
engineFrictionTorque=car->engineBaseFriction+phys->rpm*car->engineRPMFriction;
//Calculate the current engine torque (in N*m)
float engineTorque=(CalcTorque(phys->rpm,car)+engineFrictionTorque)*phys->throttle-engineFrictionTorque;
if(engineTorque<0&&carEntity->velo**MatrixGetZVector(carEntity->dir)*ratio<0)
engineTorque*=-1;
tVector3 flatDir=!Vector(MatrixGetZVector(carEntity->dir)->x,0,MatrixGetZVector(carEntity->dir)->z);
tVector3 flatVelo=Vector(velo.x,0,velo.z);
float fEngineForce=(car->aiSpeedIndex!=0?car->aiSpeedIndex:1)*kEngineFactor*engineTorque*ratio/car->wheels[2].radius;
if(fEngineForce>car->mass*kMaxEngineAccel*groundFriction)
fEngineForce=car->mass*kMaxEngineAccel*groundFriction;
tVector3 engineForce=flatDir*fEngineForce;
float arcadeDraftBoost=CalcDraftFactor(carEntity)*(~carEntity->velo)/70.0;
if(phys->arcadeDraftBoost<arcadeDraftBoost)
phys->arcadeDraftBoost+=2*kFrameTime;
if(phys->arcadeDraftBoost>arcadeDraftBoost)
phys->arcadeDraftBoost-=2*kFrameTime;
if(phys->arcadeDraftBoost>1)phys->arcadeDraftBoost=1;
if(phys->arcadeDraftBoost<0)phys->arcadeDraftBoost=0;
if(carEntity->controlType==kControlTypeAIInput)
phys->arcadeDraftBoost=0;
//engineForce=engineForce+!engineForce*14*car->mass*phys->arcadeDraftBoost;
tVector3 airRes=-carEntity->velo*~carEntity->velo*0.5*car->frontAirResistance*gEnvironment->airDensity;
float surfaceBrake=0;
for(int i=0;i<car->numWheels;i++)
surfaceBrake+=gSurfaceTypes->types[phys->wheels[i].surfaceType].brakeFactor*fabs(phys->wheels[i].angularVelo)/(float)car->numWheels;
float brake=phys->arcadeBrake+phys->handbrake*0.5;
if(brake>1)brake=1;
brake+=surfaceBrake;
tVector3 brakeForce=-!flatVelo*brake*car->mass*kMaxBrakeAccel;
if(sqr(brakeForce/car->mass)*kFrameTime>sqr(flatVelo))
brakeForce=-!flatVelo*car->mass*kFrameTime;
tVector3 totalForce;
if(phys->onGround)
totalForce=engineForce+airRes+brakeForce;
else
totalForce=airRes;
tVector3 totalAccel=totalForce/car->mass;
if(gGameInfo->arcade==kGameModeTurbo)
totalAccel=totalAccel*2.3;
carEntity->velo=carEntity->velo+(totalAccel*kFrameTime);
tMatrix3 m;
MatrixIdentity(m);
MatrixRotY(m,phys->steering*0.1);
flatDir=flatDir*~flatVelo;
flatDir=flatDir*m;
float rev=sign(flatDir*flatVelo);
flatDir=flatDir*rev;
float diff=~(flatVelo-flatDir);
float cornerAccel=kFrameTime*kMaxCornerAccel*groundFriction;
if(gGameInfo->arcade==kGameModeTurbo)
cornerAccel*=1.9;
if(cornerAccel>diff)cornerAccel=diff;
tVector3 vCornerAccel=-!(flatVelo-flatDir)*cornerAccel;
carEntity->velo=carEntity->velo+vCornerAccel;
carEntity->accel=totalAccel+vCornerAccel*kFPS;
float handBrakeFactor=1+phys->handbrake*2;
if(rev<0)
handBrakeFactor=1;
float veloSteer=((15/(~velo+1))+1)*handBrakeFactor;
float maxRotSteer=10*kFrameTime*handBrakeFactor;
float acardeSteerVeloInput=rev*phys->steering*~velo*kFrameTime*0.1*handBrakeFactor;
if(!phys->onGround)
acardeSteerVeloInput=0;
if(acardeSteerVeloInput>phys->arcadeSteerVelo){
phys->arcadeSteerVelo+=0.015*veloSteer*kFrameTime;
if(acardeSteerVeloInput<phys->arcadeSteerVelo)
phys->arcadeSteerVelo=acardeSteerVeloInput;
}
else{
phys->arcadeSteerVelo-=0.015*veloSteer*kFrameTime;
if(acardeSteerVeloInput>phys->arcadeSteerVelo)
phys->arcadeSteerVelo=acardeSteerVeloInput;
}
if(fabs(phys->arcadeSteerVelo)>maxRotSteer)
phys->arcadeSteerVelo=sign(phys->arcadeSteerVelo)*maxRotSteer;
MatrixRotY(carEntity->rVelo,phys->arcadeSteerVelo);
}
void CarPhysicsEntityMagic(tGameEntity *carEntity)
{
tCarPhysics *phys=(tCarPhysics*)carEntity->physics;
MatrixIdentity(carEntity->rVelo);
tVector3 x[4],a[4];
x[0]=Vector(1.2,0,2);
x[1]=Vector(-1.2,0,2);
x[2]=Vector(1.2,0,-2);
x[3]=Vector(-1.2,0,-2);
tVector3 howerAccel=Vector(0,0,0);
tVector3 howerRotAccel=Vector(0,0,0);
for(int i=0;i<4;i++)
{
x[i]=x[i]*carEntity->dir;
tVector3 normal;
float offs=GetGroundOffset(x[i]+carEntity->pos,&carEntity->lastRoadIndex,&normal,NULL);
if(offs<0.2)offs=0.2;
a[i]=normal*(1.25/offs)*(1+0.5*phys->steering*(i&1?1:-1))*(1+0.1*phys->brake*(i&2?1:-1))*(1-0.1*phys->throttle*(i&2?1:-1));
howerAccel=howerAccel+a[i];
howerRotAccel=howerRotAccel+x[i]%a[i];
}
howerAccel=howerAccel*(1+sin(gFrameCount*kFrameTime*2)*0.12);
tMatrix3 invMatrix;
MatrixTranspose(carEntity->dir,invMatrix);
howerRotAccel=Vector(howerRotAccel.x*5,0,howerRotAccel.z*30);
tMatrix3 accelerationMatrix;
RotationVectorToMatrix(howerRotAccel*kFrameTime*kFrameTime,accelerationMatrix);
MatrixMult(carEntity->rVelo,accelerationMatrix,carEntity->rVelo);
tVector3 velo=carEntity->velo;
tVector3 gravityAccel=Vector(0,-gEnvironment->gravity,0);
tVector3 engineAccel=phys->throttle**MatrixGetZVector(carEntity->dir)*(20);
tVector3 brakeAccel=phys->brake*!(*MatrixGetZVector(carEntity->dir)+((sqr(carEntity->velo)>0.001)?carEntity->velo*0.1:Vector(0,0,0)))*-(22);
if(gFrameCount*kFrameTime<=kStartGameDelaySeconds)
{
engineAccel=Vector(0,0,0);
brakeAccel=Vector(0,0,0);
}
if(phys->lapCount>gGameInfo->numLaps&&gGameInfo->numLaps!=-1)
brakeAccel=phys->brake*(((sqr(carEntity->velo)>0.001)?!carEntity->velo:Vector(0,0,0)))*-(22);
brakeAccel.y=0;
tVector3 dampAccel=Vector(0,0,0);
tVector3 airResAccel=Vector(0,0,0);
if(sqr(carEntity->velo)>0.001)
{
dampAccel=-!carEntity->velo*5;
airResAccel=-!carEntity->velo*sqr(carEntity->velo)*0.003;
if(sqr(dampAccel*kFrameTime)>sqr(carEntity->velo))
dampAccel=-carEntity->velo*kFPS;
dampAccel.x*=0.1;
dampAccel.z*=0.1;
}
tVector3 totalAccel=gravityAccel+howerAccel+engineAccel+brakeAccel+dampAccel+airResAccel;
carEntity->velo=carEntity->velo+totalAccel*kFrameTime;
carEntity->lastActivity=gFrameCount;
tVector3 flatDir=!Vector(MatrixGetZVector(carEntity->dir)->x,0,MatrixGetZVector(carEntity->dir)->z);
tVector3 flatVelo=Vector(velo.x,0,velo.z);
tMatrix3 m;
MatrixIdentity(m);
MatrixRotY(m,phys->steering*0.1);
flatDir=flatDir*~flatVelo;
flatDir=flatDir*m;
float rev=sign(flatDir*flatVelo);
flatDir=flatDir*rev;
float diff=~(flatVelo-flatDir);
float cornerAccel=kFrameTime*kMaxCornerAccel;
if(gGameInfo->arcade==kGameModeTurbo)
cornerAccel*=1.9;
if(cornerAccel>diff)cornerAccel=diff;
tVector3 vCornerAccel=-!(flatVelo-flatDir)*cornerAccel;
carEntity->velo=carEntity->velo+vCornerAccel;
carEntity->accel=totalAccel+vCornerAccel*kFPS;
float acardeSteerVeloInput=phys->steering*kFrameTime*(3+~velo*0.04);
if(acardeSteerVeloInput>phys->arcadeSteerVelo){
phys->arcadeSteerVelo+=0.15*kFrameTime;
if(acardeSteerVeloInput<phys->arcadeSteerVelo)
phys->arcadeSteerVelo=acardeSteerVeloInput;
}
else{
phys->arcadeSteerVelo-=0.15*kFrameTime;
if(acardeSteerVeloInput>phys->arcadeSteerVelo)
phys->arcadeSteerVelo=acardeSteerVeloInput;
}
if(gFrameCount*kFrameTime>=kStartGameDelaySeconds)
MatrixRotY(carEntity->rVelo,phys->arcadeSteerVelo);
if(gEnvironment->spotLightEnable&&gFrameCount==0)
phys->lightFlags|=kLightFlagDriveLight;
if(phys->collision>gFrameCount-10)
{
if(gFrameCount-phys->crashTime>kFPS*5)
if(sqr(carEntity->velo)<sqr(2))
{
RoadCenterCar(carEntity);
phys->crashTime=gFrameCount;
phys->stuckTime=gFrameCount;
}
}else
phys->crashTime=gFrameCount;
*MatrixGetYVector(carEntity->dir)=!(*MatrixGetYVector(carEntity->dir)+(Vector(0,1,0)-*MatrixGetYVector(carEntity->dir))*kFrameTime*0.5);
*MatrixGetXVector(carEntity->dir)=!(*MatrixGetYVector(carEntity->dir)%*MatrixGetZVector(carEntity->dir));
*MatrixGetZVector(carEntity->dir)=!(*MatrixGetXVector(carEntity->dir)%*MatrixGetYVector(carEntity->dir));
}
void CarPhysicsEntity(tGameEntity *carEntity)
{
tCarPhysics *phys=(tCarPhysics*)carEntity->physics;
tCarDefinition *car=&(phys->car);
if(car->magic)
CarPhysicsEntityMagic(carEntity);
else if((gGameInfo->arcade==kGameModeTurbo||gGameInfo->arcade==kGameModeArcade||carEntity->controlType==kControlTypeAIInput)&&carEntity->physicsMachine==kPhysicsLocal)
CarPhysicsEntitySimple(carEntity);
else
CarPhysicsEntitySimulation(carEntity);
}
#define kPredictTime 0.15
//Move the car around
void MatrixReAdjust2(tMatrix3 m)
{
*(tVector3*)m[1]=!*(tVector3*)m[1];
*(tVector3*)m[0]=!(*(tVector3*)m[1]%*(tVector3*)m[2]);
*(tVector3*)m[2]=!(*(tVector3*)m[0]%*(tVector3*)m[1]);
}
void FullyResetCar(tGameEntity *carEntity)
{
tCarPhysics *phys=(tCarPhysics*)carEntity->physics;
carEntity->pos=gMapInfo->startPos+Vector(0,10,0);
carEntity->oldPos=carEntity->pos;
carEntity->netPos=carEntity->pos;
carEntity->velo=Vector(0,0,0);
carEntity->netVelo=Vector(0,0,0);
carEntity->collVelo=Vector(0,0,0);
carEntity->accel=Vector(0,0,0);
MatrixIdentity(carEntity->dir);
MatrixIdentity(carEntity->rVelo);
MatrixIdentity(carEntity->oldDir);
MatrixIdentity(carEntity->netDir);
MatrixIdentity(carEntity->netRVelo);
for(int i=0;i<kNumAvgRVelos;i++)
{
MatrixIdentity(carEntity->lastRVelos[i]);
carEntity->lastVelos[i]=Vector(0,0,0);
carEntity->lastAccel[i]=Vector(0,0,0);
}
carEntity->remoteCameraPos=Vector(0,0,0);
carEntity->zDist=0;
phys->maxSpeed=0;
phys->averageSpeed=0;
phys->accel100=0;
phys->accel200=0;
phys->accelQuarter=0;
phys->accelKM=0;
phys->odo;
phys->position=0;
phys->lead=0;
phys->rpm=0;
phys->engineAngularVelo=0;
phys->drivetrainAngularVelo=0;
phys->clutchTorque=0;
for(int i=0;i<kMaxWheels;i++)
{
phys->wheels[i].angle=0;
phys->wheels[i].suspension=0;
phys->wheels[i].slipVelo=0;
phys->wheels[i].slip=0;
phys->wheels[i].slipAngle=0;
phys->wheels[i].rotation=0;
phys->wheels[i].angularVelo=0;
phys->wheels[i].glow=0;
}
}
void CarMotionEntity(tGameEntity *carEntity)
{
tCarPhysics *phys=(tCarPhysics*)carEntity->physics;
tCarDefinition *car=&(phys->car);
for(int i=kNumAvgRVelos-2;i>=0;i--)
{
MatrixCopy(carEntity->lastRVelos[i],carEntity->lastRVelos[i+1]);
carEntity->lastVelos[i+1]=carEntity->lastVelos[i];
carEntity->lastAccel[i+1]=carEntity->lastAccel[i];
}
MatrixCopy(carEntity->rVelo,carEntity->lastRVelos[0]);
carEntity->lastVelos[0]=carEntity->velo;
carEntity->lastAccel[0]=carEntity->accel;
carEntity->lastActivity=gFrameCount;
//move the car
if(carEntity->physicsMachine==kPhysicsRemote)
{
if(!gReplay)
{
float smoothness=0;
for(int i=0;i<kNumLastCollisions;i++)
if((gFrameCount-phys->lastCollisions[i].frameCount)*kFrameTime<0.5)
smoothness+=(8.0f/kNumLastCollisions);
if(smoothness>1)
smoothness=1;
float predictTime=kPredictTime*(1+smoothness*1.5);
carEntity->netVelo=carEntity->netVelo+carEntity->accel*kFrameTime;
carEntity->netPos=carEntity->netPos+carEntity->netVelo*kFrameTime;
carEntity->velo=carEntity->velo+((carEntity->netPos+carEntity->netVelo*predictTime+carEntity->accel*predictTime*predictTime*0.5)-(carEntity->pos+carEntity->velo*predictTime))/predictTime;
MatrixMult(carEntity->netDir,carEntity->rVelo,carEntity->netDir);
tVector3 netx=*MatrixGetXVector(carEntity->netDir);
tVector3 nety=*MatrixGetYVector(carEntity->netDir);
tVector3 netz=*MatrixGetZVector(carEntity->netDir);
tVector3 curx=*MatrixGetXVector(carEntity->dir);
tVector3 curz=*MatrixGetZVector(carEntity->dir);
*MatrixGetXVector(carEntity->dir)=curx+(netx-curx)*0.3;
*MatrixGetYVector(carEntity->dir)=nety;
*MatrixGetZVector(carEntity->dir)=curz+(netz-curz)*0.3;
MatrixReAdjust2(carEntity->dir);
if(sqr(carEntity->pos-carEntity->netPos)>sqr(5+smoothness*10))
{
carEntity->pos=carEntity->netPos;
carEntity->velo=carEntity->netVelo;
MatrixCopy(carEntity->netDir,carEntity->dir);
}
}
for(int i=0;i<car->numWheels;i++)
phys->wheels[i].rotation+=phys->wheels[i].angularVelo*kFrameTime;
}
if(gReplay)
{
carEntity->velo=carEntity->velo+carEntity->accel*kFrameTime;
MatrixMult(carEntity->netDir,carEntity->rVelo,carEntity->netDir);
tVector3 netx=*MatrixGetXVector(carEntity->netDir);
tVector3 nety=*MatrixGetYVector(carEntity->netDir);
tVector3 netz=*MatrixGetZVector(carEntity->netDir);
tVector3 curx=*MatrixGetXVector(carEntity->dir);
tVector3 curz=*MatrixGetZVector(carEntity->dir);
*MatrixGetXVector(carEntity->dir)=curx+(netx-curx)*0.3;
*MatrixGetYVector(carEntity->dir)=nety;
*MatrixGetZVector(carEntity->dir)=curz+(netz-curz)*0.3;
MatrixReAdjust2(carEntity->dir);
}
carEntity->pos=carEntity->pos+carEntity->velo*kFrameTime;
//rotate the car around it's center of gravity
tVector3 massCenter=car->massCenter*carEntity->dir;
tVector3 massMotion=((massCenter*carEntity->rVelo)-massCenter);
MatrixMult(carEntity->dir,carEntity->rVelo,carEntity->dir);
carEntity->pos=carEntity->pos-massMotion;
//update road position index
float oldPosition=phys->position;
phys->position=RoadGetPosition(carEntity->pos,carEntity->lastRoadIndex,NULL);
if(carEntity==gViewedEntity)
for(int i=0;i<gNumCornerSigns;i++)
if(gGameInfo->reverse){
if(phys->position<gCornerSigns[i].pos&&oldPosition>gCornerSigns[i].pos)
{
gAccelSignDisplayIntensity=1.5;
gAccelSignDisplayCorner=-gCornerSigns[i].accel;
}
}else{
if(phys->position>gCornerSigns[i].pos&&oldPosition<gCornerSigns[i].pos)
{
gAccelSignDisplayIntensity=1.5;
gAccelSignDisplayCorner=gCornerSigns[i].accel;
}
}
//have we crossed the road position lap line?
if(gGameInfo->reverse)
{
if(oldPosition>phys->position+50)
phys->lap--;
else if(oldPosition<phys->position-50)
phys->lap++;
}
else
{
if(oldPosition>phys->position+50)
phys->lap++;
else if(oldPosition<phys->position-50)
phys->lap--;
}
//test if we are stuck (used for ai recovery)
int stuck=gFrameCount*kFrameTime>5&&sqr(carEntity->velo)<sqr(8)&&phys->lapCount<=gGameInfo->numLaps;
if(stuck)
phys->stuckTime++;
else
phys->stuckTime=0;
//are we moving backwards? (used to display "wrong direction" message).
if((gGameInfo->reverse?oldPosition<=phys->position:oldPosition>=phys->position)&&sqr(carEntity->velo)>sqr(5))
phys->wrongDriectionFrames++;
else
phys->wrongDriectionFrames-=10;
if(phys->wrongDriectionFrames<0)
phys->wrongDriectionFrames=0;
else if(phys->wrongDriectionFrames>kFPS*5)
{
phys->wrongDriectionFrames=kFPS*5;
if(gGameInfo->network&kGameInfoNetworkCantGoBackwards)
{
if(carEntity==gViewedEntity)
TextPrintfToBufferFormatedFading(Vector(kFadingMessageXPos,kFadingMessageYPos),kFadingMessageSize,kTextAlignMiddle,0.9,1.8,"Wrong Way!");
RoadCenterCar(carEntity);
}
}
float velo=~carEntity->velo;
//Check if we have beaten our speed record for this game
if(velo>phys->maxSpeed)
phys->maxSpeed=velo;
//Update our average speed
if(phys->lapCount&&(phys->lapCount<=gGameInfo->numLaps||gGameInfo->numLaps==-1)&&!gReplay)
{
phys->averageSpeed=((phys->averageSpeed*(phys->averageSpeedFrames))+velo)/(phys->averageSpeedFrames+1);
phys->averageSpeedFrames++;
}
if(velo>=100/3.6&&phys->accel100==0)
phys->accel100=gFrameCount*kFrameTime-kStartGameDelaySeconds;
if(velo>=200/3.6&&phys->accel200==0)
phys->accel200=gFrameCount*kFrameTime-kStartGameDelaySeconds;
phys->odo+=velo*kFrameTime;
if(phys->odo>=402.32454&&phys->accelQuarter==0)
phys->accelQuarter=gFrameCount*kFrameTime-kStartGameDelaySeconds;
if(phys->odo>=1000&&phys->accelKM==0)
phys->accelKM=gFrameCount*kFrameTime-kStartGameDelaySeconds;
/*if(Button()&&phys->accel200!=0&&!gReplay)
{
printf("0-100km/h: %.1f seconds\n0-200km/h: %.1f seconds\n100-200km/h: %.1f seconds\nQuarter Mile: %.1f seconds\n1km: %.1f seconds\nTop Speed:%.1f km/h\n",phys->accel100,phys->accel200,phys->accel200-phys->accel100,phys->accelQuarter,phys->accelKM,phys->maxSpeed*3.6);
phys->accel200=0;
}*/
if(isnan(carEntity->pos.x)||isnan(carEntity->pos.y)||isnan(carEntity->pos.z))
FullyResetCar(carEntity);
}