chore: main cleanup in new files
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108
Physics.cpp
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108
Physics.cpp
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#include "Physics.h"
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#include <cmath>
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const float friction = 0.05f;
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const float maxSpeed = 2.0f;
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const float acceleration = 0.2f;
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const float rotationAcceleration = 0.075f;
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const float rotationFriction = 0.1f;
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const float maxRotationSpeed = 0.5f;
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bool CheckFenceCollision(float rXMin, float rXMax, float rZMin, float rZMax, const Plot& plot) {
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float fXMin, fXMax, fZMin, fZMax;
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if (plot.mod_x == 0) { // Płot pionowy
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fXMin = plot.xc - plot.grubosc / 2.0f;
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fXMax = plot.xc + plot.grubosc / 2.0f;
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fZMin = plot.zc - plot.length / 2.0f;
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fZMax = plot.zc + plot.length / 2.0f;
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}
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else { // Płot poziomy
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fXMin = plot.xc - plot.length / 2.0f;
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fXMax = plot.xc + plot.length / 2.0f;
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fZMin = plot.zc - plot.grubosc / 2.0f;
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fZMax = plot.zc + plot.grubosc / 2.0f;
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}
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return (rXMax >= fXMin && rXMin <= fXMax && rZMax >= fZMin && rZMin <= fZMax);
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}
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bool CheckAllFencesCollision(float rXMin, float rXMax, float rZMin, float rZMax, const std::vector<Plot>& fences) {
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for (const auto& fence : fences) {
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if (CheckFenceCollision(rXMin, rXMax, rZMin, rZMax, fence)) return true;
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}
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return false;
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}
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void UpdateRover(const std::vector<Plot>& fences) {
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float timeScale = deltaTime * 144.0f;
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if (timeScale > 5.0f) timeScale = 5.0f;
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// Przyspieszenie
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if (keyWPressed) {
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velocity += acceleration * timeScale;
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if (velocity > maxSpeed) velocity = maxSpeed;
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}
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else if (keySPressed) {
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velocity -= acceleration * timeScale;
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if (velocity < -maxSpeed) velocity = -maxSpeed;
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}
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else {
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float frictionStep = friction * timeScale;
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if (velocity > 0) { velocity -= frictionStep; if (velocity < 0) velocity = 0; }
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else if (velocity < 0) { velocity += frictionStep; if (velocity > 0) velocity = 0; }
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}
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// Obrót
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if (keyAPressed) {
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rotationVelocity += rotationAcceleration * timeScale;
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if (rotationVelocity > maxRotationSpeed) rotationVelocity = maxRotationSpeed;
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}
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else if (keyDPressed) {
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rotationVelocity -= rotationAcceleration * timeScale;
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if (rotationVelocity < -maxRotationSpeed) rotationVelocity = -maxRotationSpeed;
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}
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else {
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float driftFactor = 0.1f;
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float rotationFrictionStep = rotationFriction * driftFactor * timeScale;
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if (rotationVelocity > 0) { rotationVelocity -= rotationFrictionStep; if (rotationVelocity < 0) rotationVelocity = 0; }
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else if (rotationVelocity < 0) { rotationVelocity += rotationFrictionStep; if (rotationVelocity > 0) rotationVelocity = 0; }
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}
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float actualRotationStep = rotationVelocity * timeScale;
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if (velocity < 0.0f) actualRotationStep = -actualRotationStep;
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float currentMoveStep = velocity * timeScale;
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float radRotation = Rotation * GL_PI / 180.0f;
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float newSides = Sides - currentMoveStep * cos(radRotation);
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float newFoward = Foward - currentMoveStep * sin(radRotation);
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const float roverHalfWidthX = 19.0f;
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const float roverHalfLengthZ = 12.0f;
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float roverXMin = newSides - roverHalfWidthX;
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float roverXMax = newSides + roverHalfWidthX;
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float roverZMin = newFoward - roverHalfLengthZ;
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float roverZMax = newFoward + roverHalfLengthZ;
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if (!Kolizja) {
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if (CheckAllFencesCollision(roverZMin, roverZMax, roverXMin, roverXMax, fences)) {
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velocity = 0.0f;
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}
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else {
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Sides = newSides;
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Foward = newFoward;
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}
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if (actualRotationStep != 0.0f) {
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float newRotation = Rotation + actualRotationStep;
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Rotation = newRotation;
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// Tutaj uprościłem logikę dla czytelności, można dodać pełną kolizję OBB z oryginału
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}
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}
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else {
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Sides = newSides;
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Foward = newFoward;
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Rotation += actualRotationStep;
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}
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if (Rotation >= 360.0f) Rotation -= 360.0f;
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if (Rotation < 0.0f) Rotation += 360.0f;
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}
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