Beispiel #1
0
        private void initializeDefaultAttributes(float timeRadians, Vector2 fulcrum)
        {
            float coordX = base.Position.X - fulcrum.X;
            float coordY = base.Position.Y - fulcrum.Y;

            DefaultModule   = Maths.Hypotenuse(coordX, coordY);
            DefaultArgument = Maths.ArcTan(coordX, coordY) - timeRadians;
        }
Beispiel #2
0
        public void DriveToTheTarget()
        {
            if (this.targetPos == null)
            {
                return;
            }
            this.targetDir = VectorF.subtract(this.targetPos, Cars[this.vehicleIndex].position);
            float angleThreshold = 0f;

            if (!this.targetDir.isZero())
            {
                angleThreshold = Maths.ArcTan(this.targetThreshold / this.targetDir.length());
            }
            float angleBetween = VectorF.angleBetween(Cars[this.vehicleIndex].direction, this.targetDir);

            if (angleBetween >= -angleThreshold && angleBetween <= angleThreshold)
            {
                Cars[this.vehicleIndex].steeringWheelAngle = 0.0f;
            }
            else
            {
                if (angleBetween > 0.0f)
                {
                    Cars[this.vehicleIndex].steeringWheelAngle = UISteeringAngle;
                }
                else
                {
                    Cars[this.vehicleIndex].steeringWheelAngle = -UISteeringAngle;
                }
            }
            Cars[this.vehicleIndex].Brakes = 0.0f;
            if (this.targetSpeedHint < 0.0f)
            {
                Cars[this.vehicleIndex].Accelerator = 1.0f;
            }
            else
            {
                float speed = Cars[this.vehicleIndex].velocity.length();
                if (speed < this.targetSpeedHint)
                {
                    Cars[this.vehicleIndex].Accelerator = 1.0f;
                }
                else if (speed > this.targetSpeedHint)
                {
                    Cars[this.vehicleIndex].Accelerator = 0.0f;
                    Cars[this.vehicleIndex].Brakes      = 1.0f;
                }
            }
        }
Beispiel #3
0
        private void updateLightAngle(Light light)
        {
            float x = light.Position.X - base.Position.X;
            float y = light.Position.Y - base.Position.Y;

            float angle = Maths.ArcTan(x, y);

            angle -= base.Rotation;

            if (base.Effects == SpriteEffects.FlipHorizontally)
            {
                angle = Maths.PI - angle;
            }
            else if (base.Effects == SpriteEffects.FlipVertically)
            {
                angle = Maths.PI + (Maths.PI - angle);
            }

            LightAngle = angle;
        }
Beispiel #4
0
        public void RunPhysics(float deltaTime)
        {
            int i = 0;

            if (this.strictCollisions && this.numHits > 0)
            {
                float x = 0f;
                float y = 0f;
                for (i = 0; i < NUM_COLLISION_POINTS; i += 1)
                {
                    this.collPoint[i].set(this.oldCollPt[i]);
                    this.collPtHit[i] = this.oldCollPtHit[i];
                    x += this.collPoint[i].x;
                    y += this.collPoint[i].y;
                }
                this.position.x = x / IntToFloat(NUM_COLLISION_POINTS);
                this.position.y = y / IntToFloat(NUM_COLLISION_POINTS);
            }
            else
            {
                for (i = 0; i < NUM_COLLISION_POINTS; i += 1)
                {
                    this.oldCollPt[i].set(this.collPoint[i]);
                }
            }
            for (i = 0; i < NUM_COLLISION_POINTS; i += 1)
            {
                this.oldCollPtHit[i]    = this.collPtHit[i];
                this.oldCollPtCarHit[i] = this.collPtCarHit[i];
            }
            this.RunPhysicsBase(deltaTime);
            this.UpdateBody();
            this.UpdateEnviroment();
            this.enginePower       = this.engineMaxPower * this.engineAccelerator;
            this.driveWheelTorque  = this.enginePower;
            this.driveWheelTorque -= this.driveWheelTorque * this.brakePower;
            this.driveWheelForce   = this.driveWheelTorque * this.driveWheelGrip;
            VectorF rollDirection  = this.direction.clone();
            VectorF slideDirection = rollDirection.clone();

            slideDirection.rotate(Maths.Pi / 2.0f);
            float rollingVelocity = VectorF.projection(this.velocity, rollDirection);
            float slidingVelocity = VectorF.projection(this.velocity, slideDirection);

            this.turningAccel.makeZero();
            if (this.velocity.isZero())
            {
                this.angularVelocity = this.steeringWheelAngle * this.stillTurningVelocity;
            }
            else
            {
                if (this.steeringWheelAngle != 0.0f)
                {
                    float   steerAngle    = this.steeringWheelAngle;
                    VectorF driveWheelPos = this.position.clone();
                    VectorF steerWheelPos = this.position.clone();
                    driveWheelPos.addScaled(this.direction, -this.distanceBetweenAxles / 2.0f);
                    steerWheelPos.addScaled(this.direction, this.distanceBetweenAxles / 2.0f);
                    VectorF driveWheelMovement = rollDirection.clone();
                    VectorF steerWheelMovement = rollDirection.clone();
                    steerWheelMovement.rotate(steerAngle);
                    driveWheelPos.addScaled(driveWheelMovement, rollingVelocity);
                    steerWheelPos.addScaled(steerWheelMovement, rollingVelocity);
                    VectorF newPosDir = VectorF.subtract(steerWheelPos, driveWheelPos);
                    newPosDir.normalize();
                    this.angularVelocity  = VectorF.angleBetween(this.direction, newPosDir);
                    this.angularVelocity *= this.envGrip;
                    float dumb_drift_factor = Maths.ArcTan(Maths.AbsF(rollingVelocity / this.driftVelocityFactor)) / (Maths.Pi / 2.0f);
                    this.turningAccel = VectorF.subtract(newPosDir, rollDirection);
                    this.turningAccel.scale(rollingVelocity * (1.0f - dumb_drift_factor) * this.envGrip);
                }
                else
                {
                    this.angularVelocity = 0.0f;
                }
            }
            VectorF rollResDir = rollDirection.clone();

            rollResDir.scale(-rollingVelocity);
            rollResDir.normalize();
            VectorF slideResDir = slideDirection.clone();

            slideResDir.scale(-slidingVelocity);
            slideResDir.normalize();
            float driveForce = (this.driveWheelForce * deltaTime) / this.bodyMass;

            rollingVelocity = Maths.AbsF(rollingVelocity);
            slidingVelocity = Maths.AbsF(slidingVelocity);
            float slide_friction = this.envSlideFriction * this.weightForce;
            float roll_friction  = this.envRollFriction * this.weightForce;
            float airres_force   = 0.5f * Track.AirResistance * this.bodyAerodynamics;
            float env_res_force  = this.envResistance;
            float rollAF         = ((slide_friction * this.brakePower + roll_friction * (1.0f - this.brakePower) + airres_force * rollingVelocity * rollingVelocity + env_res_force * rollingVelocity) * deltaTime) / this.bodyMass;
            float slideAF        = ((slide_friction + airres_force * slidingVelocity * slidingVelocity + env_res_force * slidingVelocity) * deltaTime) / this.bodyMass;

            rollAF  = Maths.ClampF(rollAF, 0.0f, rollingVelocity);
            slideAF = Maths.ClampF(slideAF, 0.0f, slidingVelocity);
            this.infoRollAntiforce  = rollAF;
            this.infoSlideAntiforce = slideAF;
            this.velocity.addScaled(rollDirection, driveForce);
            float x1 = this.velocity.x;
            float y1 = this.velocity.y;

            this.velocity.addScaled(slideResDir, slideAF);
            this.velocity.addScaled(rollResDir, rollAF);
            float x2 = this.velocity.x;
            float y2 = this.velocity.y;

            if (x1 >= 0.0 && x2 < 0.0 || x1 <= 0.0 && x2 > 0.0f)
            {
                this.velocity.x = 0.0f;
            }
            if (y1 >= 0.0 && y2 < 0.0 || y1 <= 0.0 && y2 > 0.0f)
            {
                this.velocity.y = 0.0f;
            }
            this.velocity.addScaled(this.turningAccel, deltaTime);
            VectorF impactVelocity = VectorF.zero();

            this.RunCollision(impactVelocity, deltaTime);
            this.velocity.add(impactVelocity);
            this.infoImpact.set(impactVelocity);
        }