1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
use super::car::Car;
use super::controller::Controller;
use super::level::Level;
use grphx::Camera;
use nalgebra::{inf, sup, Isometry3, Matrix4, Vector3};
use ncollide3d::query;
pub(super) struct Scene {
pub cars: Vec<Car>,
pub level: Level,
pub camera: Camera,
}
impl Scene {
pub(super) fn new(map_id: u32) -> Scene {
let mut cars = Vec::new();
for i in 0..2 {
if i % 2 == 0 {
cars.push(Car::new(
&Car::model_from_id(3),
&Car::color_from_id(1),
Vector3::new(-1.15, -1.7 * i as f32, 0.5),
1.0,
));
} else {
cars.push(Car::new(
&Car::model_from_id(4),
&Car::color_from_id(6),
Vector3::new(1.15, -1.7 * i as f32, 0.5),
1.0,
));
}
}
let level = match map_id {
1 => Level::new("maps/race_track_1"),
2 => Level::new("maps/race_track_2"),
_ => Level::new("maps/race_track_1"),
};
let camera = Camera::new();
Scene { cars, level, camera }
}
pub(super) fn update(&mut self, dt: f32, controller: &[Controller]) {
for (id, car) in &mut self.cars.iter_mut().enumerate() {
if id < controller.len() {
car.update(dt, Some(controller[id]));
} else {
car.update(dt, None);
}
}
self.update_collisions(dt);
self.update_scene_camera(dt);
}
fn update_collisions(&mut self, dt: f32) {
let mut car_pos = Vec::with_capacity(self.cars.len());
for car in &self.cars {
car_pos.push(Isometry3::new(car.position, car.rotation));
}
let prediction = 0.0;
for i in 0..car_pos.len() {
for j in i + 1..car_pos.len() {
let penetrate = query::contact(&car_pos[i], &self.cars[i].cuboid, &car_pos[j], &self.cars[j].cuboid, prediction);
if penetrate.is_some() {
let pen = penetrate.unwrap();
let w1 = pen.world1;
let w2 = pen.world2;
let dir = w1 - w2;
self.cars[i].position -= dir * 0.5;
self.cars[j].position += dir * 0.5;
}
}
}
for (i, cp) in car_pos.iter().enumerate() {
self.cars[i].position[2] -= 0.81 * dt;
let penetrate_ground = query::contact(&cp, &self.cars[i].cuboid, &self.level.ground.0, &self.level.ground.1, prediction);
if penetrate_ground.is_some() {
let pen = penetrate_ground.unwrap();
let w1 = pen.world1;
let w2 = pen.world2;
let dir = w1 - w2;
self.cars[i].position -= dir;
};
let penetrate_border = query::contact(&cp, &self.cars[i].cuboid, &self.level.border.0, &self.level.border.1, prediction);
if penetrate_border.is_some() {
let pen = penetrate_border.unwrap();
let w1 = pen.world1;
let w2 = pen.world2;
let dir = w1 - w2;
self.cars[i].position -= dir;
};
}
}
fn update_scene_camera(&mut self, dt: f32) {
let camera_focus = if self.cars.is_empty() {
Vector3::new(0., 0., 0.)
} else {
let mut min = self.cars[0].position;
let mut max = self.cars[0].position;
let mut lerp_pos = Vector3::new(0., 0., 0.);
for car in &self.cars {
lerp_pos += car.position;
min = inf(&min, &car.position);
max = sup(&max, &car.position);
}
lerp_pos /= self.cars.len() as f32;
let camera_distance = (max - min).norm() * 1.20 + 10.0;
self.camera.move_to_height(camera_distance);
lerp_pos
};
self.camera.move_to_focus(camera_focus);
self.camera.update(dt);
}
pub(super) fn draw(&mut self, projection: &Matrix4<f32>) {
let view = self.camera.get_viewmatrix();
self.level.draw(&view, &projection);
for i in 0..self.cars.len() {
self.cars[i].draw(&view, &projection);
}
}
}