Started to set the gravity for selected material based on the
normal of the triangle where the kart is on.
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@ -146,6 +146,7 @@ Material::Material(const XMLNode *node, int index, bool deprecated)
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node->get("water-splash", &m_water_splash );
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node->get("jump", &m_is_jump_texture );
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node->get("has-gravity", &m_has_gravity );
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if (m_collision_reaction != NORMAL)
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{
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@ -344,6 +345,10 @@ Material::Material(const XMLNode *node, int index, bool deprecated)
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}
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} // for i <node->getNumNodes()
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if(m_has_gravity)
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m_high_tire_adhesion = true;
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install(/*is_full_path*/false);
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} // Material
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@ -410,6 +415,7 @@ void Material::init(unsigned int index)
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m_is_heightmap = false;
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m_water_splash = false;
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m_is_jump_texture = false;
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m_has_gravity = false;
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for (int n=0; n<EMIT_KINDS_COUNT; n++)
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{
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@ -111,6 +111,11 @@ private:
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* leaving it and being in the air. */
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bool m_is_jump_texture;
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/** True if driving on this texture should adjust the gravity of the kart
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* to be along the normal of the triangle. This allows karts to drive e.g
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* upside down. */
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bool m_has_gravity;
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/** Speed of the 'main' wave in the water shader. Only used if
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m_graphical_effect == WATER_SHADER */
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float m_water_shader_speed_1;
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@ -312,6 +317,11 @@ public:
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* jump animation. */
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bool isJumpTexture() const { return m_is_jump_texture; }
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// ------------------------------------------------------------------------
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/** Returns true if this texture adjusts the gravity vector of the kart
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* to be parallel to the normal of the triangle - which allows karts to
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* e.g. drive upside down. */
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bool hasGravity() const { return m_has_gravity; }
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// ------------------------------------------------------------------------
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/** Returns the zipper parametersfor the current material. */
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void getZipperParameter(float *zipper_max_speed_increase,
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float *zipper_duration,
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@ -1212,6 +1212,10 @@ void Kart::update(float dt)
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const Material* material=m_terrain_info->getMaterial();
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if (!material) // kart falling off the track
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{
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Vec3 gravity(0, -9.8f, 0);
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btRigidBody *body = getVehicle()->getRigidBody();
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body->setGravity(gravity);
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// let kart fall a bit before rescuing
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const Vec3 *min, *max;
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World::getWorld()->getTrack()->getAABB(&min, &max);
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@ -1221,6 +1225,16 @@ void Kart::update(float dt)
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}
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else
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{
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Vec3 gravity(0.0f, -9.8f, 0.0f);
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btRigidBody *body = getVehicle()->getRigidBody();
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// If the material should overwrite the gravity,
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if(material->hasGravity())
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{
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Vec3 normal = m_terrain_info->getNormal();
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gravity = normal * -9.8f;
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}
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body->setGravity(gravity);
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handleMaterialSFX(material);
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if (material->isDriveReset() && isOnGround())
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new RescueAnimation(this);
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