More race stuff
- Loop track type - Simple respawn when falling off track - col limitpull/5/head
parent
4af42625a0
commit
5f89b4518b
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@ -42,7 +42,14 @@ window.cameraIngame = function(kart) {
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camNormal[2] += (kart.kartNormal[2]-camNormal[2])*0.075;
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vec3.normalize(camNormal, camNormal);
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camAngle += dirDiff(kart.physicalDir+kart.driftOff/2, camAngle)*0.075;
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if (kart.physBasis != null) {
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var kartA = kart.physicalDir+kart.driftOff/2;
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var forward = [Math.sin(kartA), 0, -Math.cos(kartA)];
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vec3.transformMat4(forward, forward, kart.physBasis.mat);
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camAngle += dirDiff(Math.atan2(forward[0], -forward[2]), camAngle)*0.075;
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} else {
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camAngle += dirDiff(kart.physicalDir+kart.driftOff/2, camAngle)*0.075;
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}
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camAngle = fixDir(camAngle);
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boostOff += (((kart.boostNorm+kart.boostMT > 0)?5:0) - boostOff)*0.075
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@ -59,7 +66,16 @@ window.cameraIngame = function(kart) {
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function buildBasis() {
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//order y, x, z
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var basis = gramShmidt(camNormal, [Math.cos(camAngle), 0, Math.sin(camAngle)], [Math.sin(camAngle), 0, -Math.cos(camAngle)]);
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var kart = thisObj.kart;
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var forward = [Math.sin(camAngle), 0, -Math.cos(camAngle)];
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var side = [Math.cos(camAngle), 0, Math.sin(camAngle)];
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/*
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if (kart.physBasis != null) {
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vec3.transformMat4(forward, forward, kart.physBasis.mat);
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vec3.transformMat4(side, side, kart.physBasis.mat);
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}
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*/
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var basis = gramShmidt(camNormal, side, forward);
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var temp = basis[0];
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basis[0] = basis[1];
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basis[1] = temp; //todo: cleanup
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@ -19,6 +19,7 @@ window.controlRaceCPU = function(nkm) {
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}
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this.fetchInput = fetchInput;
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this.setRouteID = setRouteID;
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var battleMode = (nkm.sections["EPAT"] == null);
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@ -53,11 +54,30 @@ window.controlRaceCPU = function(nkm) {
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var dist = vec3.dot(destNorm, kart.pos) + destConst;
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if (dist < ePoi.pointSize) advancePoint();
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if (ePath.loop) debugger;
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destPoint = vec3.add([], ePoi.pos, vec3.scale([], vec3.lerp([], posOffset, destOff, offTrans), ePoi.pointSize));
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var dirToPt = Math.atan2(destPoint[0]-kart.pos[0], kart.pos[2]-destPoint[2]);
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var diff = dirDiff(dirToPt, kart.physicalDir);
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var physDir = kart.physicalDir;
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if (kart.physBasis) {
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if (kart.physBasis.loop) {
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return {
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accel: true, //x
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decel: false, //z
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drift: false, //s
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item: false, //a
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//-1 to 1, intensity.
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turn: 0,
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airTurn: 0 //air excitebike turn, doesn't really have much function
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};
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}
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var forward = [Math.sin(physDir), 0, -Math.cos(physDir)];
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vec3.transformMat4(forward, forward, kart.physBasis.mat);
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var physDir = Math.atan2(forward[0], -forward[2]);
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}
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var diff = dirDiff(dirToPt, physDir);
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var turn = Math.min(Math.max(-1, (diff*3)), 1);
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offTrans += 1/240;
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@ -94,6 +114,11 @@ window.controlRaceCPU = function(nkm) {
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}
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function setRouteID(routeID) {
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ePoiInd = routeID-1
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advancePoint();
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}
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function advancePoint() {
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if (++ePoiInd < ePath.startInd+ePath.pathLen) {
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//next within this path
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@ -72,6 +72,7 @@ window.Kart = function(pos, angle, speed, kartN, charN, controller, scene) {
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this.kartColVel = vec3.create();
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this.kartColTimer = 0;
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this.kartWallTimer = 0;
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var charRes = scene.gameRes.getChar(charN);
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var kartRes = scene.gameRes.getKart(kartN);
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@ -98,6 +99,7 @@ window.Kart = function(pos, angle, speed, kartN, charN, controller, scene) {
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this.lapNumber = 1;
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this.passedKTP2 = false;
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this.checkPointNumber = 0;
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this.OOB = 0;
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this.wheelParticles = [
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new NitroEmitter(scene, k, -1, [1, 1.5, -1]),
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@ -111,7 +113,7 @@ window.Kart = function(pos, angle, speed, kartN, charN, controller, scene) {
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var startLine = nkm.sections["KTPS"].entries[0];
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var passLine = nkm.sections["KTP2"].entries[0];
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var checkpoints = nkm.sections["CPOI"].entries;
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var respawns = nkm.sections["CPOI"].entries;
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var respawns = nkm.sections["KTPJ"].entries;
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var futureChecks = [1];
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var hitGroundAnim = [ //length 13, on y axis
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@ -403,6 +405,17 @@ window.Kart = function(pos, angle, speed, kartN, charN, controller, scene) {
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}
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} else { //default kart mode
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if (k.OOB > 0) {
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var current = checkpoints[k.checkPointNumber];
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var respawn = respawns[current.respawn];
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k.physicalDir = (180-respawn.angle[1])*(Math.PI/180);
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k.angle = k.physicalDir;
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k.speed = 0;
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k.vel = vec3.create();
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k.pos = vec3.clone(respawn.pos);
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if (k.controller.setRouteID != null) k.controller.setRouteID(respawn.id1);
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k.OOB = 0;
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}
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var groundEffect = 0;
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if (lastCollided != -1) {
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groundEffect = MKDS_COLTYPE.PHYS_MAP[lastCollided];
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@ -608,6 +621,7 @@ window.Kart = function(pos, angle, speed, kartN, charN, controller, scene) {
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if (!onGround) {
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this.kartTargetNormal = [0, 1, 0];
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if (k.physBasis != null) vec3.transformMat4(this.kartTargetNormal,this.kartTargetNormal,k.physBasis.mat);
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vec3.add(k.vel, k.vel, k.gravity)
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if (k.ylock >= 0) {
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ylvel += k.gravity[1];
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@ -630,6 +644,7 @@ window.Kart = function(pos, angle, speed, kartN, charN, controller, scene) {
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}
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if (k.kartColTimer > 0) k.kartColTimer--;
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if (k.kartWallTimer > 0) k.kartWallTimer--;
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wheelTurn += k.speed/16;
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wheelTurn = fixDir(wheelTurn);
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@ -648,7 +663,15 @@ window.Kart = function(pos, angle, speed, kartN, charN, controller, scene) {
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var steps = 0;
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var remainingT = 1;
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var velSeg = vec3.clone(k.vel);
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var baseVel = k.vel;
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if (k.physBasis != null) {
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if (k.physBasis.time-- < 0) exitBasis();
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else {
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baseVel = vec3.transformMat4([], baseVel, k.physBasis.mat);
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k.vel[1] = -1;
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}
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}
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var velSeg = vec3.clone(baseVel);
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var posSeg = vec3.clone(k.pos);
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var ignoreList = [];
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while (steps++ < 10 && remainingT > 0.01) {
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@ -657,7 +680,10 @@ window.Kart = function(pos, angle, speed, kartN, charN, controller, scene) {
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colResponse(posSeg, velSeg, result, ignoreList)
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remainingT -= result.t;
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if (remainingT > 0.01) {
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velSeg = vec3.scale(vec3.create(), k.vel, remainingT);
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if (k.physBasis != null) {
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baseVel = vec3.transformMat4([], k.vel, k.physBasis.mat);
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}
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velSeg = vec3.scale(vec3.create(), baseVel, remainingT);
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}
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} else {
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vec3.add(posSeg, posSeg, velSeg);
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@ -834,7 +860,13 @@ window.Kart = function(pos, angle, speed, kartN, charN, controller, scene) {
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function buildBasis() {
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//order y, x, z
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var dir = k.physicalDir+k.driftOff+(Math.sin((COLBOUNCE_TIME-k.kartColTimer)/3)*(Math.PI/6)*(k.kartColTimer/COLBOUNCE_TIME));
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var basis = gramShmidt(k.kartNormal, [Math.cos(dir), 0, Math.sin(dir)], [Math.sin(dir), 0, -Math.cos(dir)]);
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var forward = [Math.sin(dir), 0, -Math.cos(dir)];
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var side = [Math.cos(dir), 0, Math.sin(dir)];
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if (k.physBasis != null) {
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vec3.transformMat4(forward, forward, k.physBasis.mat);
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vec3.transformMat4(side, side, k.physBasis.mat);
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}
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var basis = gramShmidt(k.kartNormal, side, forward);
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var temp = basis[0];
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basis[0] = basis[1];
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basis[1] = temp; //todo: cleanup
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@ -847,6 +879,56 @@ window.Kart = function(pos, angle, speed, kartN, charN, controller, scene) {
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}
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function enterBasis(normal) {
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//establish a new basis for the kart velocity based on this normal.
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//used by looping and sticky track surface types.
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//first let's get the forward direction in our current basis
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var dir = k.angle;
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var forward, side;
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if (k.physBasis != null) {
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forward = vec3.transformMat4([], [- Math.sin(dir), 0, Math.cos(dir)], k.physBasis.mat);
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side = vec3.transformMat4([], [Math.cos(dir), 0, Math.sin(dir)], k.physBasis.mat);
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} else {
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forward = [-Math.sin(dir), 0, Math.cos(dir)];
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side = [Math.cos(dir), 0, Math.sin(dir)];
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}
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var basis = gramShmidt(normal, side, forward);
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var temp = basis[0];
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basis[0] = basis[1];
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basis[1] = temp; //todo: cleanup
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var m4 = [
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basis[0][0], basis[0][1], basis[0][2], 0,
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basis[1][0], basis[1][1], basis[1][2], 0,
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basis[2][0], basis[2][1], basis[2][2], 0,
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0, 0, 0, 1
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];
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k.physicalDir = dirDiff(k.physicalDir, k.angle);
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k.angle = 0; //our front direction is now aligned with z.
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k.vel = [Math.sin(k.angle)*k.speed, k.vel[1], -Math.cos(k.angle)*k.speed];
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k.physBasis = {
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mat: m4,
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inv: mat4.invert([], m4),
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time: 15,
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loop: false
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};
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}
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function exitBasis() {
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//return to a normal y up, z forward basis.
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var v = vec3.transformMat4([], k.vel, k.physBasis.mat);
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k.physicalDir = dirDiff(k.physicalDir, k.angle);
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k.angle = Math.atan2(v[0], -v[2]);
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k.physicalDir += k.angle;
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k.vel = v;
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k.physBasis = null;
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}
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function sndUpdate(view) {
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k.soundProps.pos = vec3.transformMat4([], k.pos, view);
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if (k.soundProps.lastPos != null) k.soundProps.vel = vec3.sub([], k.soundProps.pos, k.soundProps.lastPos);
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@ -892,24 +974,34 @@ window.Kart = function(pos, angle, speed, kartN, charN, controller, scene) {
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lastColSounds = colSound(lastCollided, colBE);
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var n = vec3.normalize([], dat.normal);
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var an = n;
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if (k.physBasis != null) {
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an = vec3.transformMat4([], n, k.physBasis.inv);
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}
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var gravS = Math.sqrt(vec3.dot(k.gravity, k.gravity));
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var angle = Math.acos(vec3.dot(vec3.scale(vec3.create(), k.gravity, -1/gravS), n));
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var adjustPos = true;
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if (colType == MKDS_COLTYPE.OOB || colType == MKDS_COLTYPE.FALL) {
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k.OOB = 1;
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}
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if (MKDS_COLTYPE.GROUP_WALL.indexOf(colType) != -1) { //wall
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//sliding plane, except normal is transformed to be entirely on the xz plane (cannot ride on top of wall, treated as vertical)
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var xz = Math.sqrt(n[0]*n[0]+n[2]*n[2])
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var adjN = [n[0]/xz, 0, n[2]/xz]
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var xz = Math.sqrt(an[0]*an[0]+an[2]*an[2])
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var adjN = [an[0]/xz, 0, an[2]/xz]
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var proj = vec3.dot(k.vel, adjN);
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if (proj < -1) {
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if (lastColSounds.hit != null) nitroAudio.playSound(lastColSounds.hit, {volume:1}, 0, k)
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var colObj = {pos:pos, vel:[0,0,0], mat: mat4.fromTranslation([], pos)};
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scene.particles.push(new NitroEmitter(scene, colObj, 13));
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scene.particles.push(new NitroEmitter(scene, colObj, 14));
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if (k.kartWallTimer == 0) {
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if (lastColSounds.hit != null) nitroAudio.playSound(lastColSounds.hit, {volume:1}, 0, k)
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var colObj = {pos:pos, vel:[0,0,0], mat: mat4.fromTranslation([], pos)};
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scene.particles.push(new NitroEmitter(scene, colObj, 13));
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scene.particles.push(new NitroEmitter(scene, colObj, 14));
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}
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k.kartWallTimer = 15;
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}
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vec3.sub(k.vel, k.vel, vec3.scale(vec3.create(), adjN, proj));
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vec3.sub(k.vel, k.vel, vec3.scale(vec3.create(), adjN, proj));
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//convert back to angle + speed to keep change to kart vel
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@ -923,10 +1015,21 @@ window.Kart = function(pos, angle, speed, kartN, charN, controller, scene) {
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k.boostNorm = BOOSTTIME;
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}
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var stick = (colType == MKDS_COLTYPE.STICKY || colType == MKDS_COLTYPE.LOOP);
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if (k.vel[1] > 0) k.vel[1] = 0;
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var proj = vec3.dot(k.vel, n);
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if (proj < -4 && k.vel[1] < -2) { proj -= 1.5; }
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vec3.sub(k.vel, k.vel, vec3.scale(vec3.create(), n, proj));
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var proj = vec3.dot(k.vel, an);
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if (!stick && proj < -4 && k.vel[1] < -2) { proj -= 1.5; }
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vec3.sub(k.vel, k.vel, vec3.scale(vec3.create(), an, proj));
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if (stick) {
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enterBasis(dat.pNormal);
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k.physBasis.loop = colType == MKDS_COLTYPE.LOOP;
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} else {
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if (k.physBasis != null)
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exitBasis();
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}
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k.kartTargetNormal = dat.pNormal;
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if (change) {
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@ -937,7 +1040,6 @@ window.Kart = function(pos, angle, speed, kartN, charN, controller, scene) {
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setWheelParticles(particle, 0);
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}
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if (!onGround) {
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console.log("ground: "+colType+", "+colBE);
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groundAnim = 0;
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if (lastColSounds.land != null) nitroAudio.playSound(lastColSounds.land, {volume:1}, 0, k)
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}
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File diff suppressed because one or more lines are too long
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