float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
subl = vg_fractf( player.rewind_time ) + 0.001f,
-
-#if 0
- speed=sqrtf(player.rewind_time*player.rewind_time+11.0f)*3.0f,
-#else
- speed = (3.0f-(1.0f/(0.4f+0.4f*player.rewind_time)))*28.0f,
-#endif
+
+ sramp= 3.0f-(1.0f/(0.4f+0.4f*player.rewind_time)),
+ speed = sramp*28.0f + 0.5f*player.rewind_time,
mod = speed * (budget / dist),
advl = vg_minf( mod, subl ),
if( !phys->in_air )
{
+#if 0
v3f axis;
float angle = v3_dot( phys->rb.up, surface_avg );
v3_cross( phys->rb.up, surface_avg, axis );
q_axis_angle( correction, axis, acosf(angle)*18.0f*VG_TIMESTEP_FIXED );
q_mul( correction, phys->rb.q, phys->rb.q );
}
+#else
+
+ /* 20/10/22: make this only go axisways instead, may effect velocities. */
+
+ v3f projected, axis;
+
+ float d = v3_dot( phys->rb.forward, surface_avg );
+ v3_muladds( surface_avg, phys->rb.forward, -d, projected );
+ v3_normalize( projected );
+
+ float angle = v3_dot( phys->rb.up, projected );
+ v3_cross( phys->rb.up, projected, axis );
+
+ v3f p0, p1;
+ v3_add( phys->rb.co, projected, p0 );
+ v3_add( phys->rb.co, phys->rb.up, p1 );
+ vg_line( phys->rb.co, p0, 0xff00ff00 );
+ vg_line( phys->rb.co, p1, 0xff000fff );
+
+ if( fabsf(angle) < 0.999f )
+ {
+ v4f correction;
+ q_axis_angle( correction, axis, acosf(angle)*4.0f*VG_TIMESTEP_FIXED );
+ q_mul( correction, phys->rb.q, phys->rb.q );
+ }
+
+
+#endif
float const DOWNFORCE = -k_downforce*VG_TIMESTEP_FIXED;
v3_muladds( phys->rb.v, phys->rb.up, DOWNFORCE, phys->rb.v );
fade_colour[3] *= 1.0f-fade_amt;
/* 1 minute timer */
- float timer_delta = (vg.time - world.routes.last_interaction) * (1.0/30.0),
+ float timer_delta = (vg.time - world.routes.last_interaction) * (1.0/45.0),
timer_scale = 1.0f - vg_minf( timer_delta, 1.0f );
/*