"clarification" of handling code

This commit is contained in:
aap 2021-01-02 20:15:01 +01:00
parent cdb65e9ced
commit 78fed0dfe7

View file

@ -202,15 +202,21 @@ cHandlingDataMgr::ConvertDataToGameUnits(tHandlingData *handling)
handling->fInvMass = 1.0f/handling->fMass;
handling->fBuoyancy = 100.0f/handling->nPercentSubmerged * GRAVITY*handling->fMass;
// What the hell is going on here?
specificVolume = handling->Dimension.x*handling->Dimension.z*0.5f / handling->fMass; // ?
// Don't quite understand this. What seems to be going on is that
// we calculate a drag (air resistance) deceleration for a given velocity and
// find the intersection between that and the max engine acceleration.
// at that point the car cannot accelerate any further and we've found the max velocity.
a = 0.0f;
b = 100.0f;
velocity = handling->Transmission.fMaxVelocity;
while(a < b && velocity > 0.0f){
velocity -= 0.01f;
// what's the 1/6?
a = handling->Transmission.fEngineAcceleration/6.0f;
b = -velocity * (1.0f/(specificVolume * sq(velocity) + 1.0f) - 1.0f);
// no density or drag coefficient here...
float a_drag = 0.5f*SQR(velocity) * handling->Dimension.x*handling->Dimension.z / handling->fMass;
// can't make sense of this... maybe v - v/(drag + 1) ? but that doesn't make so much sense either
b = -velocity * (1.0f/(a_drag + 1.0f) - 1.0f);
}
if(handling->nIdentifier == HANDLING_RCBANDIT){