adding Spatial Partitioning

This commit is contained in:
ABelliqueux 2021-03-16 16:18:36 +01:00
parent d9e86099b2
commit de1b151afc

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@ -616,12 +616,32 @@ int main() {
//~ dt = time/180+1 - time/180;
// Spatial partitioning
for (int msh = 0; msh < curNode->siblings->index; msh ++){
if ( !getIntCollision( *actorPtr->body , *curNode->siblings->list[msh]->plane->body).vx &&
!getIntCollision( *actorPtr->body , *curNode->siblings->list[msh]->plane->body).vz )
{
FntPrint("%d", msh );
curNode = curNode->siblings->list[msh];
//~ levelPtr = curNode->siblings->list[plane]->curPlane;
}
}
// Physics
if (physics){
if(time%1 == 0){
for ( int k = 0; k < sizeof(meshes)/sizeof(meshes[0]);k ++){
if ( *meshes[k]->isRigidBody == 1 ) {
if ( ( *meshes[k]->isRigidBody == 1 ) && () ) {
applyAcceleration(meshes[k]->body);
@ -629,14 +649,12 @@ int main() {
//~ col_lvl = getIntCollision( *meshes[k]->body , *levelPtr->body );
col_lvl = getIntCollision( *actorPtr->body , *curNode->curPlane->body );
col_lvl = getIntCollision( *actorPtr->body , *curNode->plane->body );
col_sphere = getIntCollision( *propPtr->body, *curNode->curPlane->body );
col_sphere = getIntCollision( *propPtr->body, *curNode->plane->body );
col_sphere_act = getExtCollision( *actorPtr->body, *propPtr->body );
//~ ResolveCollision( actorPtr->body, propPtr->body);
// If !col, keep moving
if ( !col_lvl.vx ){ meshes[k]->pos->vx = meshes[k]->body->position.vx; }
@ -654,14 +672,6 @@ int main() {
if (!col_sphere.vx && !col_sphere.vz){propPtr->body->position.vy = propPtr->body->min.vy; }
}
//~ if ( col_lvl.vz ) { meshes[k]->body->gForce.vz *= -1; }
//~ FntPrint("Vel: %d\n", modelSphere_body.velocity.vx);
//~ FntPrint("Obj: %d,%d,%d\n",modelobject_body.velocity.vx,modelobject_body.velocity.vy,modelobject_body.velocity.vz);
//~ FntPrint("Sph: %d,%d,%d\n",modelSphere_body.velocity.vx,modelSphere_body.velocity.vy,modelSphere_body.velocity.vz);
//
if (col_sphere_act.vx && col_sphere_act.vz ){
propPtr->body->velocity.vx += actorPtr->body->velocity.vx;// * ONE / propPtr->body->restitution ;
@ -684,24 +694,7 @@ int main() {
propPtr->body->velocity.vx = 0;
}
//~ if ( actorPtr->body->velocity.vx){
//~ VECTOR L = angularMom(*actorPtr->body);
//~ actorPtr->rot->vx += L.vx * nsin(actorPtr->rot->vy/2) * nsin(actorPtr->rot->vy/2) >> 24 ;
//~ }
//~ if ( actorPtr->body->velocity.vz){
//~ VECTOR L = angularMom(*actorPtr->body);
//~ actorPtr->rot->vx -= L.vz * ncos(actorPtr->rot->vy/2) * ncos(actorPtr->rot->vy/2) >> 24 ;
//~ }
//~ if ( actorPtr->body->velocity.vy){
//~ }
//~ if ( col_sphere.vz ) { meshes[k]->body->gForce.vz *= -1; }
//~ if ( col_sphere.vy ) { meshes[k]->body->gForce.vy *= -1; }
//~ if (modelSphere_body.gForce.vx){modelSphere_body.gForce.vx -= 5;}
meshes[k]->pos->vx = meshes[k]->body->position.vx;
meshes[k]->pos->vy = meshes[k]->body->position.vy ;
@ -1264,22 +1257,24 @@ int main() {
// Add secondary OT to main OT
AddPrims(otdisc[db], ot[db] + OTLEN - 1, ot[db]);
FntPrint("CurNode : %x\nIndex: %d", curNode, curNode->siblings->index);
//~ FntPrint("Time : %d %d dt :%d\n",time, atime, dt);
//~ FntPrint("CamMode: %d Slowmo : %d\nTricount: %d OTz: %d\nOTc: %d, p: %d\n", camMode, actorPtr->anim->interpolate, triCount, *meshes[9]->OTz, OTc, *meshes[9]->p);
//~ FntPrint("Fy: %d Vy:%d\n", actorPtr->body->gForce.vy, actorPtr->body->velocity.vy );
//~ FntPrint("Vy: %4d\n", actorPtr->body->gForce.vy );
//~ FntPrint("%d %d %d", meshes[0]->tim->mode & 0x3, meshes[0]->tim->crect->x, meshes[0]->tim->crect->y);
FntPrint("%d %d %d %d\n", getVectorTo(InvCamPos, *actorPtr->pos));
FntPrint("Tst : %d %d %d %d\n", getVectorTo(fVecActor, *actorPtr->pos));
//~ FntPrint("%d %d %d %d\n", getVectorTo(InvCamPos, *actorPtr->pos));
//~ FntPrint("Tst : %d %d %d %d\n", getVectorTo(fVecActor, *actorPtr->pos));
//~ FntPrint("Cc %d Sc %d\n", ncos(camera.rot.vy), nsin(camera.rot.vy));
//~ FntPrint("CRot: %d\n", camera.rot.vy );
//~ FntPrint("AcRot: %d %d\n", actorPtr->rot->vy, angle);
FntPrint("Cam pos: %d %d\n", -camera.pos.vx, -camera.pos.vz );
FntPrint("Ac pos: %d %d\n", actorPtr->pos->vx, actorPtr->pos->vz );
FntPrint("fVec pos: %d %d\n", fVecActor.vx, fVecActor.vz);
//~ FntPrint("Cam pos: %d %d\n", -camera.pos.vx, -camera.pos.vz );
//~ FntPrint("Ac pos: %d %d\n", actorPtr->pos->vx, actorPtr->pos->vz );
//~ FntPrint("fVec pos: %d %d\n", fVecActor.vx, fVecActor.vz);
//~ FntPrint("pos2cam: %d %d \n", posToCam.vx, posToCam.vz );
//~ FntPrint("ang2cam: %d %d", objAngleToCam.vy, objAngleToCam.vx);
@ -1463,12 +1458,11 @@ VECTOR getIntCollision(BODY one, BODY two){
VECTOR d1, d2, col;
short correction = 50;
d1.vx = (one.position.vx - one.max.vx) - (two.position.vx + two.min.vx);
d1.vx = (one.position.vx + one.max.vx) - (two.position.vx + two.min.vx);
d1.vy = (one.position.vy + one.max.vy) - (two.position.vy + two.min.vy);
d1.vz = (one.position.vz + one.max.vz) - (two.position.vz + two.min.vz);
d2.vx = (two.position.vx + two.max.vx) - (one.position.vx + one.max.vx);
//~ d2.vy = (two.position.vy + two.max.vy) - (one.position.vy + one.max.vy);
d2.vx = (two.position.vx + two.max.vx) - (one.position.vx - one.max.vx);
d2.vy = (two.position.vy + two.max.vy) - (one.position.vy + one.min.vy);
d2.vz = (two.position.vz + two.max.vz) - (one.position.vz - one.max.vz);
@ -1600,7 +1594,7 @@ VECTOR angularMom(BODY body){
w.vy = (r * body.mass * body.velocity.vy) >> 2;
w.vz = (r * body.mass * body.velocity.vz) >> 2;
FntPrint("v: %d, r:%d, w:%d\n", body.velocity.vz * r, r * r, w.vz);
//~ FntPrint("v: %d, r:%d, w:%d\n", body.velocity.vz * r, r * r, w.vz);
return w;
@ -1925,7 +1919,7 @@ void callback(){
//~ FntPrint("Mode : %d Angle: %d\n", camMode, curCamAngle);
//~ FntPrint("Curs: %d Vy: %d\n", cursor, actorPtr->body->position.vy );
FntPrint("C %d S %d\n", ncos(actorPtr->rot->vy), nsin(actorPtr->rot->vy));
//~ FntPrint("C %d S %d\n", ncos(actorPtr->rot->vy), nsin(actorPtr->rot->vy));
//~ FntPrint("%d\n", !(pad & PADRdown) && lastPad & PADRdown);
//~ FntPrint("sin: %d cos:%d\n", nsin(actorPtr->rot->vy), ncos(actorPtr->rot->vy));
//~ FntPrint("sin: %d cos:%d\n", 10 * nsin(actorPtr->rot->vy) >> 12, 10 * ncos(actorPtr->rot->vy) >> 12);