Tweak physics, cannons, nsbtp support, prepare to add items.

This commit is contained in:
riperiperi committed 2019-05-29 01:08:48 +01:00
1 parent e1dc8603d1
commit e010627b5d
19 files changed
+982 -353

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+20 -7
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@@ -20,35 +20,48 @@ window.cameraIngame = function(kart) {
var lookAtOffset = [0, 16, 0]
var camNormal = [0, 1, 0];
var forwardNormal = null;
var camAngle = 0;
var boostOff = 0;
function tweenVec3(from, to) {
from[0] += (to[0]-from[0])*0.075;
from[1] += (to[1]-from[1])*0.075;
from[2] += (to[2]-from[2])*0.075;
}
function getView(scene) {
var loop = kart.physBasis != null && kart.physBasis.loop;
var basis = buildBasis();
tweenVec3(camOffset, loop ? [0, 12, -57] : [0, 32, -48]);
var camPos = vec3.transformMat4([], camOffset, basis);
var lookAtPos = vec3.transformMat4([], lookAtOffset, basis);
vec3.scale(camPos, camPos, 1/1024);
vec3.scale(lookAtPos, lookAtPos, 1/1024);
var mat = mat4.lookAt(mat4.create(), camPos, lookAtPos, [0, 1, 0]);
var mat = mat4.lookAt(mat4.create(), camPos, lookAtPos, (kart.physBasis) ? camNormal : [0, 1, 0]);
var kpos = vec3.clone(kart.pos);
if (kart.drifting && !kart.driftLanded && kart.ylock>0) kpos[1] -= kart.ylock;
mat4.translate(mat, mat, vec3.scale([], kpos, -1/1024));
//interpolate visual normal roughly to target
camNormal[0] += (kart.kartNormal[0]-camNormal[0])*0.075;
camNormal[1] += (kart.kartNormal[1]-camNormal[1])*0.075;
camNormal[2] += (kart.kartNormal[2]-camNormal[2])*0.075;
tweenVec3(camNormal, kart.kartNormal);
vec3.normalize(camNormal, camNormal);
if (kart.physBasis != null) {
if (loop) {
var kartA = kart.physicalDir+kart.driftOff/2;
var forward = [Math.sin(kartA), 0, -Math.cos(kartA)];
vec3.transformMat4(forward, forward, kart.physBasis.mat);
camAngle += dirDiff(Math.atan2(forward[0], -forward[2]), camAngle)*0.075;
if (forwardNormal == null) {
forwardNormal = [Math.sin(camAngle), 0, -Math.cos(camAngle)];
} else {
tweenVec3(forwardNormal, forward);
}
} else {
camAngle += dirDiff(kart.physicalDir+kart.driftOff/2, camAngle)*0.075;
forwardNormal = null;
}
camAngle = fixDir(camAngle);
@@ -67,8 +80,8 @@ window.cameraIngame = function(kart) {
function buildBasis() {
//order y, x, z
var kart = thisObj.kart;
var forward = [Math.sin(camAngle), 0, -Math.cos(camAngle)];
var side = [Math.cos(camAngle), 0, Math.sin(camAngle)];
var forward = (forwardNormal != null) ? forwardNormal : [Math.sin(camAngle), 0, -Math.cos(camAngle)];
var side = vec3.cross([], forward, camNormal);
/*
if (kart.physBasis != null) {
vec3.transformMat4(forward, forward, kart.physBasis.mat);