Started to set the gravity for selected material based on the

normal of the triangle where the kart is on.
This commit is contained in:
hiker 2014-01-28 21:42:23 +11:00
parent f1f8900c5d
commit 1709ccc36d
3 changed files with 30 additions and 0 deletions

View File

@ -146,6 +146,7 @@ Material::Material(const XMLNode *node, int index, bool deprecated)
node->get("water-splash", &m_water_splash );
node->get("jump", &m_is_jump_texture );
node->get("has-gravity", &m_has_gravity );
if (m_collision_reaction != NORMAL)
{
@ -344,6 +345,10 @@ Material::Material(const XMLNode *node, int index, bool deprecated)
}
} // for i <node->getNumNodes()
if(m_has_gravity)
m_high_tire_adhesion = true;
install(/*is_full_path*/false);
} // Material
@ -410,6 +415,7 @@ void Material::init(unsigned int index)
m_is_heightmap = false;
m_water_splash = false;
m_is_jump_texture = false;
m_has_gravity = false;
for (int n=0; n<EMIT_KINDS_COUNT; n++)
{

View File

@ -111,6 +111,11 @@ private:
* leaving it and being in the air. */
bool m_is_jump_texture;
/** True if driving on this texture should adjust the gravity of the kart
* to be along the normal of the triangle. This allows karts to drive e.g
* upside down. */
bool m_has_gravity;
/** Speed of the 'main' wave in the water shader. Only used if
m_graphical_effect == WATER_SHADER */
float m_water_shader_speed_1;
@ -312,6 +317,11 @@ public:
* jump animation. */
bool isJumpTexture() const { return m_is_jump_texture; }
// ------------------------------------------------------------------------
/** Returns true if this texture adjusts the gravity vector of the kart
* to be parallel to the normal of the triangle - which allows karts to
* e.g. drive upside down. */
bool hasGravity() const { return m_has_gravity; }
// ------------------------------------------------------------------------
/** Returns the zipper parametersfor the current material. */
void getZipperParameter(float *zipper_max_speed_increase,
float *zipper_duration,

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@ -1212,6 +1212,10 @@ void Kart::update(float dt)
const Material* material=m_terrain_info->getMaterial();
if (!material) // kart falling off the track
{
Vec3 gravity(0, -9.8f, 0);
btRigidBody *body = getVehicle()->getRigidBody();
body->setGravity(gravity);
// let kart fall a bit before rescuing
const Vec3 *min, *max;
World::getWorld()->getTrack()->getAABB(&min, &max);
@ -1221,6 +1225,16 @@ void Kart::update(float dt)
}
else
{
Vec3 gravity(0.0f, -9.8f, 0.0f);
btRigidBody *body = getVehicle()->getRigidBody();
// If the material should overwrite the gravity,
if(material->hasGravity())
{
Vec3 normal = m_terrain_info->getNormal();
gravity = normal * -9.8f;
}
body->setGravity(gravity);
handleMaterialSFX(material);
if (material->isDriveReset() && isOnGround())
new RescueAnimation(this);