Wagons: Add two-pos wheel positioning logic for more realistic look of long wagons

Adds field "wheel_positions" in wagon definition
master
orwell96 2022-02-09 22:40:29 +01:00
parent ef8391a60d
commit 3cb21a80dc
2 changed files with 65 additions and 34 deletions

View File

@ -85,6 +85,13 @@ advtrains.register_wagon(name, prototype, description, inventory_image)
wagon_span=2,
^- How far this wagon extends from its base position. Is the half of the wagon length.
^- Used to determine in which distance the other wagons have to be positioned. Will require tweaking.
wheel_positions = {1.5, -1.5},
^- Optional: if defined, the wagon will be placed so that these 2 wheel positions are on the track
^- This parameter is recommended for long wagons (wagon_span >= 2).
^- The position is a distance relative to the center of the wagon.
^- Must have exactly 2 entries, corresponding to the front (1) and rear (2) wheel of the wagon object. 1st must be greater than 2nd.
^- If not provided, the simple 1-position positioning logic will be used (wagon is positioned with the center on the track)
extent_h = 1,
^- Determines the collision box extent in x/z direction. Defaults to 1 (=3x3)
^- The actual bounding box size is (extent_h*2)+1, so 0 means 1x1, 1 means 3x3 and 2 means 5x5

View File

@ -413,13 +413,36 @@ function wagon:on_step(dtime)
end
-- Calculate new position, yaw and direction vector
-- note: "index" is needed to be the center index, required by door code
local index = advtrains.path_get_index_by_offset(train, train.index, -data.pos_in_train)
local pos, yaw, npos, npos2 = advtrains.path_get_interpolated(train, index)
local vdir = vector.normalize(vector.subtract(npos2, npos))
local pos, yaw, npos, npos2, vdir
-- use new position logic?
if self.wheel_positions then
-- request two positions, calculate difference and yaw from this
-- depending on flipstate, need to invert wheel pos indices -> wheelpos * fct
local index1 = advtrains.path_get_index_by_offset(train, index, self.wheel_positions[1] * fct)
local index2 = advtrains.path_get_index_by_offset(train, index, self.wheel_positions[2] * fct)
local pos1 = advtrains.path_get_interpolated(train, index1)
local pos2 = advtrains.path_get_interpolated(train, index2)
npos = advtrains.path_get(train, atfloor(index)) -- need npos just for node loaded check
-- calculate center of 2 positions and vdir vector
pos = advtrains.pos_median(pos1, pos2)
if data.wagon_flipped then
vdir = vector.normalize(vector.subtract(pos2, pos1))
else
vdir = vector.normalize(vector.subtract(pos1, pos2))
end
yaw = math.atan2(-vdir.x, vdir.z)
else
--old position logic (for small wagons): use center index and just get position
pos, yaw, npos, npos2 = advtrains.path_get_interpolated(train, index)
vdir = vector.normalize(vector.subtract(npos2, npos))
end
--automatic get_on
--needs to know index and path
if self.door_entry and train.door_open and train.door_open~=0 and train.velocity==0 then
if train.velocity==0 and self.door_entry and train.door_open and train.door_open~=0 then
--using the mapping created by the trainlogic globalstep
for i, ino in ipairs(self.door_entry) do
--fct is the flipstate flag from door animation above
@ -470,29 +493,34 @@ function wagon:on_step(dtime)
end
end
--DisCouple
-- Spawn discouple object when train stands, in all other cases remove it.
-- FIX: Need to do this after the yaw calculation
if is_in_loaded_area and data.pos_in_trainparts and data.pos_in_trainparts>1 then
if train.velocity==0 then
if not self.discouple or not self.discouple.object:get_yaw() then
atprint(self.id,"trying to spawn discouple")
local dcpl_pos = vector.add(pos, {y=0, x=-math.sin(yaw)*self.wagon_span, z=math.cos(yaw)*self.wagon_span})
local object=minetest.add_entity(dcpl_pos, "advtrains:discouple")
if object then
local le=object:get_luaentity()
le.wagon=self
--box is hidden when attached, so unuseful.
--object:set_attach(self.object, "", {x=0, y=0, z=self.wagon_span*10}, {x=0, y=0, z=0})
self.discouple=le
end
end
else
if self.discouple and self.discouple.object:get_yaw() then
self.discouple.object:remove()
atprint(self.id," removing discouple")
if train.velocity==0 and is_in_loaded_area and data.pos_in_trainparts and data.pos_in_trainparts>1 then
if not self.discouple or not self.discouple.object:get_yaw() then
atprint(self.id,"trying to spawn discouple")
local dcpl_pos = vector.add(pos, {y=0, x=-math.sin(yaw)*self.wagon_span, z=math.cos(yaw)*self.wagon_span})
local object=minetest.add_entity(dcpl_pos, "advtrains:discouple")
if object then
local le=object:get_luaentity()
le.wagon=self
--box is hidden when attached, so unuseful.
--object:set_attach(self.object, "", {x=0, y=0, z=self.wagon_span*10}, {x=0, y=0, z=0})
self.discouple=le
end
end
else
if self.discouple and self.discouple.object:get_yaw() then
self.discouple.object:remove()
atprint(self.id," removing discouple")
end
end
-- object yaw (corrected by flipstate)
local oyaw = yaw
if data.wagon_flipped then
oyaw = yaw + math.pi
end
train.debug = "yaw "..yaw.." oyaw "..oyaw.." flip "..(data.wagon_flipped and "yes" or "no")
--FIX: use index of the wagon, not of the train.
local velocity = train.velocity * advtrains.global_slowdown
@ -500,10 +528,6 @@ function wagon:on_step(dtime)
local velocityvec = vector.multiply(vdir, velocity)
local accelerationvec = vector.multiply(vdir, acceleration)
if data.wagon_flipped then
yaw=yaw+math.pi
end
-- this timer runs off every 2 seconds.
self.updatepct_timer=(self.updatepct_timer or 0)-dtime
local updatepct_timer_elapsed = self.updatepct_timer<=0
@ -540,19 +564,19 @@ function wagon:on_step(dtime)
or not vector.equals(velocityvec, self.old_velocity_vector)
or not self.old_acceleration_vector
or not vector.equals(accelerationvec, self.old_acceleration_vector)
or self.old_yaw~=yaw
or self.old_yaw~=oyaw
or updatepct_timer_elapsed then--only send update packet if something changed
self.object:set_pos(pos)
self.object:set_velocity(velocityvec)
self.object:set_acceleration(accelerationvec)
if #self.seats > 0 and self.old_yaw ~= yaw then
if #self.seats > 0 and self.old_yaw ~= oyaw then
if not self.player_yaw then
self.player_yaw = {}
end
if not self.old_yaw then
self.old_yaw=yaw
self.old_yaw=oyaw
end
for _,name in pairs(data.seatp) do
local p = minetest.get_player_by_name(name)
@ -562,11 +586,11 @@ function wagon:on_step(dtime)
self.player_yaw[name] = p:get_look_horizontal()-self.old_yaw
end
-- set player looking direction using calculated offset
p:set_look_horizontal((self.player_yaw[name] or 0)+yaw)
p:set_look_horizontal((self.player_yaw[name] or 0)+oyaw)
end
end
self.turning = true
elseif self.old_yaw == yaw then
elseif self.old_yaw == oyaw then
-- train is no longer turning
self.turning = false
end
@ -576,9 +600,9 @@ function wagon:on_step(dtime)
if data.wagon_flipped then
pitch = -pitch
end
self.object:set_rotation({x=pitch, y=yaw, z=0})
self.object:set_rotation({x=pitch, y=oyaw, z=0})
else
self.object:set_yaw(yaw)
self.object:set_yaw(oyaw)
end
if self.update_animation then
@ -597,7 +621,7 @@ function wagon:on_step(dtime)
self.old_velocity_vector=velocityvec
self.old_velocity = train.velocity
self.old_acceleration_vector=accelerationvec
self.old_yaw=yaw
self.old_yaw=oyaw
atprintbm("wagon step", t)
end