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Start city physics

This commit is contained in:
Miloslav Číž 2019-06-20 00:17:46 +02:00
parent d7f0804248
commit 504c664b82

View file

@ -30,6 +30,8 @@
#define TEXTURE_W 256
#define TEXTURE_H 256
#define MAX_VELOCITY 1000
S3L_Model3D models[2];
const uint8_t collisionMap[8 * 10] =
@ -199,6 +201,11 @@ int main()
S3L_initVec4(&carDirection);
scene.camera.transform.translation.y = S3L_FRACTIONS_PER_UNIT / 3;
scene.camera.transform.rotation.x = -S3L_FRACTIONS_PER_UNIT / 32;
int16_t velocity = 0;
while (running)
{
clock_t frameStartT = clock();
@ -229,8 +236,10 @@ int main()
uint8_t *state = SDL_GetKeyboardState(NULL);
int16_t step = S3L_max(1,3000 * frameDiff);
int16_t stepRotation = S3L_max(1,300 * frameDiff);
int16_t step = velocity * frameDiff;
int16_t stepFriction = 300 * frameDiff;
int16_t stepRotation = 200 * frameDiff * velocity / ((float) MAX_VELOCITY);
int16_t stepVelocity = S3L_nonZero(1000 * frameDiff);
if (state[SDL_SCANCODE_LEFT])
models[1].transform.rotation.y += stepRotation;
@ -242,15 +251,19 @@ int main()
S3L_Vec4 previousPos = models[1].transform.translation;
if (state[SDL_SCANCODE_UP])
velocity = S3L_min(MAX_VELOCITY,velocity + stepVelocity);
else if (state[SDL_SCANCODE_DOWN])
velocity = S3L_max(-MAX_VELOCITY,velocity - stepVelocity);
else
{
if (velocity > 0)
velocity = S3L_max(0,velocity - stepFriction);
else
velocity = S3L_min(0,velocity + stepFriction);
}
models[1].transform.translation.x += (carDirection.x * step) / S3L_FRACTIONS_PER_UNIT;
models[1].transform.translation.z += (carDirection.z * step) / S3L_FRACTIONS_PER_UNIT;
}
else if (state[SDL_SCANCODE_DOWN])
{
models[1].transform.translation.x -= (carDirection.x * step) / S3L_FRACTIONS_PER_UNIT;
models[1].transform.translation.z -= (carDirection.z * step) / S3L_FRACTIONS_PER_UNIT;
}
uint8_t coll = collision(models[1].transform.translation);
@ -284,14 +297,13 @@ int main()
}
}
scene.camera.transform.translation.x =
scene.models[1].transform.translation.x - carDirection.x;
scene.camera.transform.translation.x = scene.models[1].transform.translation.x - carDirection.x;
scene.camera.transform.translation.y = S3L_FRACTIONS_PER_UNIT / 2;
scene.camera.transform.translation.z = scene.models[1].transform.translation.z - carDirection.z;
scene.camera.transform.translation.z =
scene.models[1].transform.translation.z - carDirection.z;
S3L_lookAt(scene.models[1].transform.translation,&(scene.camera.transform));
scene.camera.transform.translation.y = S3L_FRACTIONS_PER_UNIT;
scene.camera.transform.rotation.y = models[1].transform.rotation.y;
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer,textureSDL,NULL,NULL);