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handling unit conversion
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@ -2,6 +2,7 @@
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#include "main.h"
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#include "main.h"
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#include "FileMgr.h"
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#include "FileMgr.h"
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#include "Physical.h"
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#include "HandlingMgr.h"
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#include "HandlingMgr.h"
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//--MIAMI: done
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//--MIAMI: done
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@ -348,18 +349,18 @@ cHandlingDataMgr::FindExactWord(const char *word, const char *words, int wordLen
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void
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void
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cHandlingDataMgr::ConvertDataToGameUnits(tHandlingData *handling)
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cHandlingDataMgr::ConvertDataToGameUnits(tHandlingData *handling)
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{
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{
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// TODO: figure out what exactly is being converted here
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// convert distance to m, time to 1/50s
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float velocity, a, b, specificVolume;
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float velocity, a, b, specificVolume;
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handling->Transmission.fEngineAcceleration /= 2500.0f;
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handling->Transmission.fEngineAcceleration *= 1.0f/(50.0f*50.0f);
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handling->Transmission.fMaxVelocity /= 180.0f;
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handling->Transmission.fMaxVelocity *= 1000.0f/(60.0f*60.0f * 50.0f);
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handling->fBrakeDeceleration /= 2500.0f;
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handling->fBrakeDeceleration *= 1.0f/(50.0f*50.0f);
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handling->fTurnMass = (sq(handling->Dimension.x) + sq(handling->Dimension.y)) * handling->fMass / 12.0f;
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handling->fTurnMass = (sq(handling->Dimension.x) + sq(handling->Dimension.y)) * handling->fMass / 12.0f;
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if(handling->fTurnMass < 10.0f)
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if(handling->fTurnMass < 10.0f)
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handling->fTurnMass *= 5.0f;
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handling->fTurnMass *= 5.0f;
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handling->fInvMass = 1.0f/handling->fMass;
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handling->fInvMass = 1.0f/handling->fMass;
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handling->fCollisionDamageMultiplier *= 2000.0f/handling->fMass;
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handling->fCollisionDamageMultiplier *= 2000.0f/handling->fMass;
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handling->fBuoyancy = 100.0f/handling->nPercentSubmerged * 0.008f*handling->fMass;
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handling->fBuoyancy = 100.0f/handling->nPercentSubmerged * GRAVITY*handling->fMass;
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// What the hell is going on here?
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// What the hell is going on here?
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specificVolume = handling->Dimension.x*handling->Dimension.z*0.5f / handling->fMass; // ?
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specificVolume = handling->Dimension.x*handling->Dimension.z*0.5f / handling->fMass; // ?
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