Fix flipper animation and angle calculation

Checked with a slowed down flipper (reduced retractTime and extendTime)
to ensure the flipper position is correct even when not finished while
pressing the flipper control.
This commit is contained in:
Alexis Murzeau 2022-08-08 21:54:06 +02:00
parent 54a217c27b
commit 4e770c258b
2 changed files with 11 additions and 14 deletions

View File

@ -137,7 +137,7 @@ void TFlipper::TimerExpired(int timerId, void* caller)
auto flip = static_cast<TFlipper*>(caller);
int bmpCountSub1 = flip->ListBitmap->size() - 1;
auto newBmpIndex = static_cast<int>(floor((pb::time_now - flip->InputTime) / flip->TimerTime));
auto newBmpIndex = static_cast<int>(floor(flip->FlipperEdge->flipper_angle(pb::time_now) / flip->FlipperEdge->AngleMax * bmpCountSub1 + 0.5));
if (newBmpIndex > bmpCountSub1)
newBmpIndex = bmpCountSub1;
if (newBmpIndex < 0)
@ -155,7 +155,7 @@ void TFlipper::TimerExpired(int timerId, void* caller)
}
if (flip->MessageField == 2)
{
flip->BmpIndex = bmpCountSub1 - newBmpIndex;
flip->BmpIndex = newBmpIndex;
if (flip->BmpIndex <= 0)
{
flip->BmpIndex = 0;

View File

@ -418,19 +418,17 @@ float TFlipperEdge::flipper_angle(float timeNow)
{
if (!FlipperFlag)
return Angle1;
float angle = (Angle1 - Angle2) / AngleMax * AngleMult;
if (angle < 0.0f)
angle = -angle;
if (angle >= 0.0000001f)
angle = (timeNow - InputTime) / angle;
float currentAngleDuration = fabsf((Angle1 - Angle2) / AngleMax * AngleMult);
float currentAngleRatio;
if (currentAngleDuration >= 0.0000001f)
currentAngleRatio = (timeNow - InputTime) / currentAngleDuration;
else
angle = 1.0;
currentAngleRatio = 1.0;
angle = std::min(1.0f, std::max(angle, 0.0f));
if (FlipperFlag == 2)
angle = 1.0f - angle;
return angle * AngleMax;
currentAngleRatio = std::min(1.0f, std::max(currentAngleRatio, 0.0f));
return currentAngleRatio * (Angle1 - Angle2) + Angle2;
}
int TFlipperEdge::is_ball_inside(float x, float y)
@ -482,8 +480,7 @@ void TFlipperEdge::SetMotion(int code, float value)
default: break;
}
if (!FlipperFlag)
InputTime = value;
InputTime = value;
FlipperFlag = code;
AngleStopTime = AngleMult + InputTime;
}