Cross-platform (Windows/macOS/Linux) engine that plays the original Amiga data straight from the ADF images: - ADF (OFS/FFS), LHA and CrunchMania (CrM!/CrM2) readers - Track decoding: 24 tracks of 1024x512 16-colour planar art, height maps and lap gates on an isometric ground plane - Vehicle decoding: 8 cars, 32 headings x 25 tilt frames of 64x32 AGA sprites - Reconstructed handling, AI, race rules, menus and synthesised sound (disk 1 with the executable, palettes and audio is not in the set) - info/extract/bench/trace/render tools, format notes, CI builds
334 lines
9.6 KiB
Rust
334 lines
9.6 KiB
Rust
//! Vehicle handling.
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//!
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//! The retail executable is not available, so handling is a reconstruction:
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//! an arcade model with separate forward and lateral friction, which gives
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//! the long power-slides the series is known for. Physics runs on the
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//! isometric ground plane (see `data::track::to_screen`).
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use crate::data::track::{self, Track};
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use crate::data::vehicle;
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use std::f32::consts::{PI, TAU};
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#[derive(Clone, Copy, Debug)]
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pub struct Spec {
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/// Top speed on tarmac, world pixels per second.
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pub top: f32,
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pub accel: f32,
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pub brake: f32,
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/// Lateral grip: how quickly sideways motion is killed (1/s).
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pub grip: f32,
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/// Steering rate at speed (rad/s).
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pub turn: f32,
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pub mass: f32,
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/// Speed and grip multiplier off the road.
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pub offroad: f32,
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}
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pub fn spec_for(id: &str) -> Spec {
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let base = Spec {
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top: 200.0,
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accel: 170.0,
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brake: 320.0,
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grip: 5.0,
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turn: 3.6,
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mass: 1.0,
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offroad: 0.55,
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};
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match id {
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"f1" => Spec {
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top: 240.0,
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accel: 210.0,
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grip: 6.5,
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turn: 3.7,
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mass: 0.9,
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offroad: 0.45,
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..base
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},
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"porsche" => Spec {
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top: 225.0,
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accel: 190.0,
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grip: 5.2,
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turn: 3.6,
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..base
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},
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"mini" => Spec {
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top: 190.0,
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accel: 200.0,
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grip: 5.8,
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turn: 4.4,
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mass: 0.8,
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..base
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},
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"vw" => Spec {
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top: 185.0,
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accel: 160.0,
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grip: 4.6,
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turn: 3.6,
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mass: 1.0,
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..base
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},
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"midget" => Spec {
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top: 205.0,
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accel: 185.0,
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grip: 4.0,
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turn: 4.0,
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mass: 0.85,
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offroad: 0.6,
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..base
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},
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"truck" => Spec {
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top: 195.0,
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accel: 140.0,
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grip: 4.2,
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turn: 3.0,
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mass: 1.8,
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offroad: 0.75,
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..base
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},
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"police" => Spec {
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top: 215.0,
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accel: 180.0,
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grip: 5.0,
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turn: 3.5,
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mass: 1.2,
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..base
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},
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"cow" => Spec {
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top: 170.0,
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accel: 150.0,
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grip: 7.0,
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turn: 4.6,
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mass: 1.4,
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offroad: 0.9,
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..base
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},
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_ => base,
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}
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}
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pub const RADIUS: f32 = 11.0;
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const SLOPE_GRAVITY: f32 = 110.0;
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/// Cap on slope acceleration so the steep banking on some tracks cannot pin
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/// a car against the outside of a bend.
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const SLOPE_MAX: f32 = 45.0;
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#[derive(Clone, Copy, Default, Debug)]
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pub struct Controls {
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pub throttle: f32,
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pub brake: f32,
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/// -1 = left, 1 = right.
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pub steer: f32,
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}
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#[derive(Clone, Debug)]
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pub struct Car {
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pub vehicle: usize,
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pub spec: Spec,
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pub team: usize,
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pub x: f32,
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pub y: f32,
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pub vx: f32,
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pub vy: f32,
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/// World angle, 0 = +x, increasing clockwise on screen.
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pub heading: f32,
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pub controls: Controls,
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/// Sideways speed this frame, used for skid marks and sound.
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pub slip: f32,
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pub on_road: bool,
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pub tilt: usize,
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/// Throttle/rpm proxy for the engine sound, 0..1.
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pub rpm: f32,
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/// Strength of the last collision, decays each frame.
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pub bump: f32,
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}
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impl Car {
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pub fn new(vehicle: usize, id: &str, team: usize, x: f32, y: f32, heading: f32) -> Car {
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Car {
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vehicle,
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spec: spec_for(id),
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team,
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x,
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y,
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vx: 0.0,
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vy: 0.0,
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heading,
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controls: Controls::default(),
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slip: 0.0,
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on_road: true,
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tilt: vehicle::LEVEL,
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rpm: 0.0,
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bump: 0.0,
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}
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}
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pub fn screen_pos(&self) -> (f32, f32) {
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track::to_screen(self.x, self.y)
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}
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pub fn speed(&self) -> f32 {
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self.vx.hypot(self.vy)
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}
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pub fn forward(&self) -> (f32, f32) {
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(self.heading.cos(), self.heading.sin())
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}
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pub fn step(&mut self, track: &Track, dt: f32, top_scale: f32) {
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self.on_road = track.on_road_world(self.x, self.y);
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let surf = if self.on_road { 1.0 } else { self.spec.offroad };
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let c = self.controls;
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let (fx, fy) = self.forward();
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let (rx, ry) = (-fy, fx);
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let mut vf = self.vx * fx + self.vy * fy;
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let mut vr = self.vx * rx + self.vy * ry;
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let top = self.spec.top * surf * top_scale;
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if c.throttle > 0.0 && vf < top {
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let headroom = (1.0 - (vf / top).max(0.0).powi(2)).max(0.05);
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vf += self.spec.accel * c.throttle * headroom * dt;
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}
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if c.brake > 0.0 {
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if vf > 4.0 {
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vf = (vf - self.spec.brake * c.brake * dt).max(0.0);
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} else if vf > -top * 0.35 {
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vf -= self.spec.accel * 0.6 * c.brake * dt;
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}
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}
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let drag = if self.on_road { 0.35 } else { 1.6 };
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vf -= vf * drag * dt;
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if c.throttle == 0.0 && c.brake == 0.0 {
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vf -= vf.signum() * (30.0 * dt).min(vf.abs());
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}
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// Sideways friction: grip drops as the slide gets faster, so once a
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// car breaks away it keeps sliding.
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let grip = self.spec.grip * surf.max(0.6) / (1.0 + vr.abs() / 120.0);
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vr *= (-grip * dt).exp();
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self.slip = vr.abs();
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let steer_auth = (vf.abs() / 45.0).min(1.0) * vf.signum();
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let turn = self.spec.turn * (1.0 - (vf.abs() / (top * 2.2)).min(0.35));
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self.heading = (self.heading + c.steer * turn * steer_auth * dt).rem_euclid(TAU);
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self.vx = fx * vf + rx * vr;
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self.vy = fy * vf + ry * vr;
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// Hills: the height map is sampled in screen space.
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let (gx, gy) = gradient(track, self.x, self.y);
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let (mut ax, mut ay) = (-gx * SLOPE_GRAVITY, -gy * SLOPE_GRAVITY);
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let a = ax.hypot(ay);
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if a > SLOPE_MAX {
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ax *= SLOPE_MAX / a;
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ay *= SLOPE_MAX / a;
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}
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self.vx += ax * dt;
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self.vy += ay * dt;
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let (ox, oy) = (self.x, self.y);
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self.x += self.vx * dt;
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self.y += self.vy * dt;
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self.keep_in_bounds(ox, oy);
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// Body tilt from the slope along and across the car.
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let (fx, fy) = self.forward();
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let along = gx * fx + gy * fy;
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let across = gx * -fy + gy * fx;
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let q = |s: f32| (s / 0.035).round() as i32;
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self.tilt = vehicle::tilt_block(-q(along), q(across));
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let target_rpm = if c.throttle > 0.0 {
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0.35 + 0.65 * (vf.abs() / top).min(1.0)
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} else {
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(vf.abs() / top).min(1.0) * 0.7
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};
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self.rpm += (target_rpm - self.rpm) * (1.0 - (-6.0 * dt).exp());
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self.bump *= (-8.0 * dt).exp();
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}
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/// The picture edge is a wall. Slide along it by keeping whichever axis
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/// of the move stays inside, so cars never get pinned in a corner.
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fn keep_in_bounds(&mut self, ox: f32, oy: f32) {
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const MARGIN: f32 = 3.0;
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let inside = |x: f32, y: f32| {
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let (sx, sy) = track::to_screen(x, y);
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track::on_screen(sx, sy, MARGIN)
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};
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if inside(self.x, self.y) {
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return;
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}
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let hit = self.speed() / 200.0;
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if inside(self.x, oy) {
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self.y = oy;
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self.vy *= -0.3;
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} else if inside(ox, self.y) {
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self.x = ox;
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self.vx *= -0.3;
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} else {
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self.x = ox;
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self.y = oy;
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self.vx *= -0.3;
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self.vy *= -0.3;
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}
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self.bump = self.bump.max(hit.min(0.6));
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}
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/// Rear wheel contact points in screen space, for skid marks.
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pub fn rear_wheels(&self) -> [(f32, f32); 2] {
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let (fx, fy) = self.forward();
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let (rx, ry) = (-fy, fx);
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let (bx, by) = (self.x - fx * 10.0, self.y - fy * 10.0);
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[
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track::to_screen(bx + rx * 6.0, by + ry * 6.0),
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track::to_screen(bx - rx * 6.0, by - ry * 6.0),
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]
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}
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}
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/// Height change per world unit along world x and y.
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fn gradient(track: &Track, wx: f32, wy: f32) -> (f32, f32) {
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let d = 6.0;
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let gx = (track.height_world(wx + d, wy) - track.height_world(wx - d, wy)) / (2.0 * d);
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let gy = (track.height_world(wx, wy + d) - track.height_world(wx, wy - d)) / (2.0 * d);
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(gx, gy)
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}
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/// Pushes overlapping cars apart and exchanges momentum.
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pub fn collide(a: &mut Car, b: &mut Car) {
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let (dx, dy) = (b.x - a.x, b.y - a.y);
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let d2 = dx * dx + dy * dy;
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let min = RADIUS * 2.0;
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if d2 >= min * min || d2 < 1e-6 {
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return;
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}
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let d = d2.sqrt();
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let (nx, ny) = (dx / d, dy / d);
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let overlap = min - d;
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let (ia, ib) = (1.0 / a.spec.mass, 1.0 / b.spec.mass);
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let push = overlap / (ia + ib);
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a.x -= nx * push * ia;
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a.y -= ny * push * ia;
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b.x += nx * push * ib;
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b.y += ny * push * ib;
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let vn = (b.vx - a.vx) * nx + (b.vy - a.vy) * ny;
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if vn < 0.0 {
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let j = -(1.0 + 0.45) * vn / (ia + ib);
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a.vx -= j * ia * nx;
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a.vy -= j * ia * ny;
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b.vx += j * ib * nx;
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b.vy += j * ib * ny;
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let hit = (-vn / 150.0).min(1.0);
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a.bump = a.bump.max(hit);
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b.bump = b.bump.max(hit);
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// A glancing knock spins the cars a little.
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let spin = (nx * a.forward().1 - ny * a.forward().0) * hit * 0.25;
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a.heading = (a.heading + spin).rem_euclid(TAU);
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b.heading = (b.heading - spin).rem_euclid(TAU);
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}
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}
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pub fn angle_diff(to: f32, from: f32) -> f32 {
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(to - from + PI).rem_euclid(TAU) - PI
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}
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