It could still happen that the terrain raycast starts under the track,
esp. in the ramp in tux tollway (reproduced by jumping down the ramp while doing a wheelie). See r1941 on 0.5rc1 branch. git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@1943 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@@ -570,10 +570,15 @@ void Kart::update(float dt)
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}
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btTransform trans=getTrans();
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// Add a certain epsilon (0.1) to the height of the kart. This avoids
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// Add a certain epsilon (0.2) to the height of the kart. This avoids
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// problems of the ray being cast from under the track (which happened
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// e.g. on tux tollway when jumping down from the ramp).
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btVector3 pos_plus_epsilon = trans.getOrigin()+btVector3(0,0,0.1f);
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// FIXME: this should be more thoroughly fixed, the constant is probably
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// dependent on the wheel size, suspension data etc.: when jumping,
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// the wheel suspension will be fully compressed, resulting in the
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// ray to start too low (under the track).
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btVector3 pos_plus_epsilon = trans.getOrigin()+btVector3(0,0,0.2f);
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//btVector3 pos_plus_epsilon (-56.6874237, -137.48851, -3.06826854);
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TerrainInfo::update(pos_plus_epsilon);
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const Material* material=getMaterial();
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