Fix skid mark on wall surface

This commit is contained in:
Benau 2016-09-13 11:48:36 +08:00
parent 382905716f
commit 3f86722181
2 changed files with 16 additions and 13 deletions

View File

@ -153,9 +153,9 @@ void SkidMarks::update(float dt, bool force_skid_marks,
float distance = (newPoint - start).length();
m_left [m_current]->add(raycast_left-delta, raycast_left+delta,
distance);
m_kart.getNormal(), distance);
m_right[m_current]->add(raycast_right-delta, raycast_right+delta,
distance);
m_kart.getNormal(), distance);
// Adjust the boundary box of the mesh to include the
// adjusted aabb of its buffers.
core::aabbox3df aabb=m_nodes[m_current]->getMesh()
@ -180,14 +180,16 @@ void SkidMarks::update(float dt, bool force_skid_marks,
delta *= m_width*0.5f;
SkidMarkQuads *smq_left =
new SkidMarkQuads(raycast_left-delta, raycast_left+delta ,
m_material, m_avoid_z_fighting, custom_color);
new SkidMarkQuads(raycast_left-delta, raycast_left+delta,
m_kart.getNormal(), m_material, m_avoid_z_fighting,
custom_color);
scene::SMesh *new_mesh = new scene::SMesh();
new_mesh->addMeshBuffer(smq_left);
SkidMarkQuads *smq_right =
new SkidMarkQuads(raycast_right-delta, raycast_right+delta,
m_material, m_avoid_z_fighting, custom_color);
m_kart.getNormal(), m_material, m_avoid_z_fighting,
custom_color);
new_mesh->addMeshBuffer(smq_right);
scene::IMeshSceneNode *new_node = irr_driver->addMesh(new_mesh, "skidmark");
if (STKMeshSceneNode* stkm = dynamic_cast<STKMeshSceneNode*>(new_node))
@ -233,6 +235,7 @@ void SkidMarks::update(float dt, bool force_skid_marks,
//=============================================================================
SkidMarks::SkidMarkQuads::SkidMarkQuads(const Vec3 &left,
const Vec3 &right,
const Vec3 &normal,
video::SMaterial *material,
float z_offset,
video::SColor* custom_color)
@ -250,7 +253,7 @@ SkidMarks::SkidMarkQuads::SkidMarkQuads(const Vec3 &left,
Material = *material;
m_aabb = core::aabbox3df(left.toIrrVector());
add(left, right, 0.0f);
add(left, right, normal, 0.0f);
} // SkidMarkQuads
@ -261,6 +264,7 @@ SkidMarks::SkidMarkQuads::SkidMarkQuads(const Vec3 &left,
*/
void SkidMarks::SkidMarkQuads::add(const Vec3 &left,
const Vec3 &right,
const Vec3 &normal,
float distance)
{
// The skid marks must be raised slightly higher, otherwise it blends
@ -280,13 +284,11 @@ void SkidMarks::SkidMarkQuads::add(const Vec3 &left,
Vertices[n - 2].Color.setAlpha(m_start_alpha);
}
v.Pos = left.toIrrVector();
v.Pos.Y += m_z_offset;
v.Normal = core::vector3df(0, 1, 0);
v.Pos = Vec3(left + normal * m_z_offset).toIrrVector();
v.Normal = normal.toIrrVector();
v.TCoords = core::vector2df(0.0f, distance*0.5f);
Vertices.push_back(v);
v.Pos = right.toIrrVector();
v.Pos.Y += m_z_offset;
v.Pos = Vec3(right + normal * m_z_offset).toIrrVector();
v.TCoords = core::vector2df(1.0f, distance*0.5f);
Vertices.push_back(v);
// Out of the box Irrlicht only supports triangle meshes and not

View File

@ -85,10 +85,11 @@ private:
public:
SkidMarkQuads (const Vec3 &left, const Vec3 &right,
video::SMaterial *material, float z_offset,
video::SColor* custom_color = NULL);
const Vec3 &normal, video::SMaterial *material,
float z_offset, video::SColor* custom_color = NULL);
void add (const Vec3 &left,
const Vec3 &right,
const Vec3 &normal,
float distance);
void fade (float f);
/** Returns the aabb of this skid mark quads. */