Convert tabs to spaces and remove some trailing space.
computerfreak97 should check the editor settings, r9194 was full of noise. git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@9203 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -79,142 +79,142 @@ void SkidMarks::reset()
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*/
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void SkidMarks::update(float dt)
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{
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//if the kart is gnu, then dont skid because he floats!
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if (m_kart.getKartProperties()->getNonTranslatedName() != "Gnu") {
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float f = dt/stk_config->m_skid_fadeout_time*m_start_alpha;
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for(unsigned int i=0; i<m_left.size(); i++)
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{
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m_left[i]->fade(f);
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m_right[i]->fade(f);
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}
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//if the kart is gnu, then dont skid because he floats!
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if (m_kart.getKartProperties()->getNonTranslatedName() != "Gnu") {
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float f = dt/stk_config->m_skid_fadeout_time*m_start_alpha;
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for(unsigned int i=0; i<m_left.size(); i++)
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{
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m_left[i]->fade(f);
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m_right[i]->fade(f);
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}
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if(m_skid_marking)
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{
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// Get raycast information
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// -----------------------
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const btWheelInfo::RaycastInfo &raycast_right =
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m_kart.getVehicle()->getWheelInfo(2).m_raycastInfo;
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const btWheelInfo::RaycastInfo raycast_left =
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m_kart.getVehicle()->getWheelInfo(3).m_raycastInfo;
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Vec3 delta = raycast_right.m_contactPointWS - raycast_left.m_contactPointWS;
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if(m_skid_marking)
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{
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// Get raycast information
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// -----------------------
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const btWheelInfo::RaycastInfo &raycast_right =
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m_kart.getVehicle()->getWheelInfo(2).m_raycastInfo;
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const btWheelInfo::RaycastInfo raycast_left =
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m_kart.getVehicle()->getWheelInfo(3).m_raycastInfo;
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Vec3 delta = raycast_right.m_contactPointWS - raycast_left.m_contactPointWS;
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// We were skid marking, but not anymore (either because the
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// wheels don't touch the ground, or the kart has stopped
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// skidding). One special case: the physics force both wheels
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// on one axis to touch the ground. If only one wheel touches
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// the ground, the 2nd one gets the same raycast result -->
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// delta is 0, and the behaviour is undefined. In this case
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// just stop doing skid marks as well.
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// ---------------------------------------------------------
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if(!raycast_right.m_isInContact || !m_kart.getControls().m_drift ||
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fabsf(m_kart.getControls().m_steer) < 0.001f ||
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delta.length2()<0.0001)
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{
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m_skid_marking = false;
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// The vertices and indices will not change anymore (till these
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// skid mark quads are deleted)
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m_left[m_current]->setHardwareMappingHint(scene::EHM_STATIC);
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m_right[m_current]->setHardwareMappingHint(scene::EHM_STATIC);
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return;
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}
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// We were skid marking, but not anymore (either because the
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// wheels don't touch the ground, or the kart has stopped
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// skidding). One special case: the physics force both wheels
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// on one axis to touch the ground. If only one wheel touches
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// the ground, the 2nd one gets the same raycast result -->
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// delta is 0, and the behaviour is undefined. In this case
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// just stop doing skid marks as well.
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// ---------------------------------------------------------
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if(!raycast_right.m_isInContact || !m_kart.getControls().m_drift ||
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fabsf(m_kart.getControls().m_steer) < 0.001f ||
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delta.length2()<0.0001)
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{
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m_skid_marking = false;
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// The vertices and indices will not change anymore (till these
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// skid mark quads are deleted)
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m_left[m_current]->setHardwareMappingHint(scene::EHM_STATIC);
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m_right[m_current]->setHardwareMappingHint(scene::EHM_STATIC);
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return;
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}
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// We are still skid marking, so add the latest quad
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// -------------------------------------------------
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// We are still skid marking, so add the latest quad
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// -------------------------------------------------
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delta.normalize();
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delta *= m_width;
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m_left [m_current]->add(raycast_left.m_contactPointWS,
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raycast_left.m_contactPointWS + delta);
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m_right[m_current]->add(raycast_right.m_contactPointWS-delta,
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raycast_right.m_contactPointWS);
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// Adjust the boundary box of the mesh to include the
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// adjusted aabb of its buffers.
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core::aabbox3df aabb=m_nodes[m_current]->getMesh()->getBoundingBox();
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aabb.addInternalBox(m_left[m_current]->getAABB());
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aabb.addInternalBox(m_right[m_current]->getAABB());
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m_nodes[m_current]->getMesh()->setBoundingBox(aabb);
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return;
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}
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delta.normalize();
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delta *= m_width;
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// Currently no skid marking
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// -------------------------
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if((!m_kart.getControls().m_drift) ||
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(fabsf(m_kart.getControls().m_steer) < 0.001f)) return; // no skidmarking
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// not turning enough, don't draw skidmarks if kart is going straight ahead
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// this is even stricter for Ai karts, since they tend to use LOTS of skidding
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const float min_skid_angle = m_kart.getController()->isPlayerController() ? 0.55f : 0.95f;
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if( fabsf(m_kart.getSteerPercent()) < min_skid_angle) return;
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// Start new skid marks
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// --------------------
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const btWheelInfo::RaycastInfo &raycast_right =
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m_kart.getVehicle()->getWheelInfo(2).m_raycastInfo;
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// No skidmarking if wheels don't have contact
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if(!raycast_right.m_isInContact) return;
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m_left [m_current]->add(raycast_left.m_contactPointWS,
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raycast_left.m_contactPointWS + delta);
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m_right[m_current]->add(raycast_right.m_contactPointWS-delta,
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raycast_right.m_contactPointWS);
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// Adjust the boundary box of the mesh to include the
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// adjusted aabb of its buffers.
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core::aabbox3df aabb=m_nodes[m_current]->getMesh()->getBoundingBox();
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aabb.addInternalBox(m_left[m_current]->getAABB());
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aabb.addInternalBox(m_right[m_current]->getAABB());
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m_nodes[m_current]->getMesh()->setBoundingBox(aabb);
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return;
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}
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const btWheelInfo::RaycastInfo raycast_left =
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m_kart.getVehicle()->getWheelInfo(3).m_raycastInfo;
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// Currently no skid marking
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// -------------------------
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if((!m_kart.getControls().m_drift) ||
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(fabsf(m_kart.getControls().m_steer) < 0.001f)) return; // no skidmarking
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Vec3 delta = raycast_right.m_contactPointWS - raycast_left.m_contactPointWS;
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// Special case: only one wheel on one axis touches the ground --> physics
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// set both wheels to touch the same spot --> delta = 0. In this case,
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// don't start skidmarks.
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if(delta.length2()<0.0001) return;
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delta.normalize();
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delta *= m_width;
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// not turning enough, don't draw skidmarks if kart is going straight ahead
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// this is even stricter for Ai karts, since they tend to use LOTS of skidding
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const float min_skid_angle = m_kart.getController()->isPlayerController() ? 0.55f : 0.95f;
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if( fabsf(m_kart.getSteerPercent()) < min_skid_angle) return;
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SkidMarkQuads *smq_left = new SkidMarkQuads(raycast_left.m_contactPointWS,
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raycast_left.m_contactPointWS + delta,
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m_material, m_avoid_z_fighting);
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scene::SMesh *new_mesh = new scene::SMesh();
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new_mesh->addMeshBuffer(smq_left);
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// Start new skid marks
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// --------------------
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const btWheelInfo::RaycastInfo &raycast_right =
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m_kart.getVehicle()->getWheelInfo(2).m_raycastInfo;
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// No skidmarking if wheels don't have contact
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if(!raycast_right.m_isInContact) return;
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SkidMarkQuads *smq_right = new SkidMarkQuads(raycast_right.m_contactPointWS
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- delta,
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raycast_right.m_contactPointWS,
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m_material,
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m_avoid_z_fighting);
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new_mesh->addMeshBuffer(smq_right);
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scene::IMeshSceneNode *new_node = irr_driver->addMesh(new_mesh);
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#ifdef DEBUG
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std::string debug_name = m_kart.getIdent()+" (skid-mark)";
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new_node->setName(debug_name.c_str());
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#endif
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// We don't keep a reference to the mesh here, so we have to decrement
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// the reference count (which is set to 1 when doing "new SMesh()".
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// The scene node will keep the mesh alive.
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new_mesh->drop();
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m_current++;
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if(m_current>=stk_config->m_max_skidmarks)
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m_current = 0;
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if(m_current>=(int)m_left.size())
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{
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m_left. push_back (smq_left );
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m_right.push_back (smq_right);
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m_nodes.push_back (new_node);
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}
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else
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{
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irr_driver->removeNode(m_nodes[m_current]);
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// Not necessary to delete m_nodes: removeNode
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// deletes the node since its refcount reaches zero.
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m_left[m_current]->drop();
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m_right[m_current]->drop();
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const btWheelInfo::RaycastInfo raycast_left =
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m_kart.getVehicle()->getWheelInfo(3).m_raycastInfo;
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m_left [m_current] = smq_left;
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m_right [m_current] = smq_right;
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m_nodes [m_current] = new_node;
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}
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Vec3 delta = raycast_right.m_contactPointWS - raycast_left.m_contactPointWS;
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// Special case: only one wheel on one axis touches the ground --> physics
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// set both wheels to touch the same spot --> delta = 0. In this case,
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// don't start skidmarks.
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if(delta.length2()<0.0001) return;
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delta.normalize();
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delta *= m_width;
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m_skid_marking = true;
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// More triangles are added each frame, so for now leave it
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// to stream.
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m_left[m_current]->setHardwareMappingHint(scene::EHM_STREAM);
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m_right[m_current]->setHardwareMappingHint(scene::EHM_STREAM);
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}
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SkidMarkQuads *smq_left = new SkidMarkQuads(raycast_left.m_contactPointWS,
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raycast_left.m_contactPointWS + delta,
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m_material, m_avoid_z_fighting);
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scene::SMesh *new_mesh = new scene::SMesh();
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new_mesh->addMeshBuffer(smq_left);
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SkidMarkQuads *smq_right = new SkidMarkQuads(raycast_right.m_contactPointWS
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- delta,
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raycast_right.m_contactPointWS,
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m_material,
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m_avoid_z_fighting);
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new_mesh->addMeshBuffer(smq_right);
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scene::IMeshSceneNode *new_node = irr_driver->addMesh(new_mesh);
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#ifdef DEBUG
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std::string debug_name = m_kart.getIdent()+" (skid-mark)";
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new_node->setName(debug_name.c_str());
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#endif
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// We don't keep a reference to the mesh here, so we have to decrement
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// the reference count (which is set to 1 when doing "new SMesh()".
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// The scene node will keep the mesh alive.
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new_mesh->drop();
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m_current++;
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if(m_current>=stk_config->m_max_skidmarks)
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m_current = 0;
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if(m_current>=(int)m_left.size())
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{
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m_left. push_back (smq_left );
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m_right.push_back (smq_right);
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m_nodes.push_back (new_node);
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}
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else
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{
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irr_driver->removeNode(m_nodes[m_current]);
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// Not necessary to delete m_nodes: removeNode
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// deletes the node since its refcount reaches zero.
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m_left[m_current]->drop();
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m_right[m_current]->drop();
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m_left [m_current] = smq_left;
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m_right [m_current] = smq_right;
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m_nodes [m_current] = new_node;
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}
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m_skid_marking = true;
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// More triangles are added each frame, so for now leave it
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// to stream.
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m_left[m_current]->setHardwareMappingHint(scene::EHM_STREAM);
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m_right[m_current]->setHardwareMappingHint(scene::EHM_STREAM);
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}
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} // update
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//=============================================================================
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@ -334,7 +334,7 @@ public:
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*/
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const wchar_t* getName() const {return translations->w_gettext(m_name.c_str()); }
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const std::string getNonTranslatedName() const {return m_name;}
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const std::string getNonTranslatedName() const {return m_name;}
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/** Returns the internal identifier of this kart. */
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const std::string& getIdent () const {return m_ident; }
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