diff --git a/src/karts/kart.cpp b/src/karts/kart.cpp index f9d6cd9c9..f243d2a09 100644 --- a/src/karts/kart.cpp +++ b/src/karts/kart.cpp @@ -1098,7 +1098,7 @@ void Kart::update(float dt) // TODO: hiker said this probably will be moved to btKart or so when updating bullet engine. // Neutralize any yaw change if the kart leaves the ground, so the kart falls more or less - // straight after jumping, but still allowing some "boat shake" (roll and pitch). + // straight after jumping, but still allowing some "boat shake" (roIll and pitch). // Otherwise many non perfect jumps end in a total roll over or a serious change of // direction, sometimes 90 or even full U turn (real but less fun for a karting game). // As side effect steering becames a bit less responsive (any wheel on air), but not too bad. @@ -2023,30 +2023,6 @@ void Kart::updatePhysics(float dt) m_max_speed->setMinSpeed(min_speed); m_max_speed->update(dt); - // If the kart is flying, keep its up-axis aligned to gravity (which in - // turn typically means the kart is parallel to the ground). This avoids - // that the kart rotates in mid-air and lands on its side. - if(m_vehicle->getNumWheelsOnGround()==0) - { - btVector3 kart_up = getTrans().getBasis().getColumn(1); // up vector - btVector3 terrain_up = m_body->getGravity(); - float g = World::getWorld()->getTrack()->getGravity(); - // Normalize the gravity, g is the length of the vector - btVector3 new_up = 0.9f * kart_up + 0.1f * terrain_up/-g; - // Get the rotation (hpr) based on current heading. - Vec3 rotation(getHeading(), new_up); - btMatrix3x3 m; - m.setEulerZYX(rotation.getX(), rotation.getY(), rotation.getZ()); - // We can't use getXYZ() for the position here, since the position is - // based on interpolation, while the actual center-of-mass-transform - // is based on the actual value every 1/60 of a second (using getXYZ() - // would result in the kart being pushed ahead a bit, making it jump - // much further, depending on fps) - btTransform new_trans(m, m_body->getCenterOfMassTransform().getOrigin()); - //setTrans(new_trans); - m_body->setCenterOfMassTransform(new_trans); - } - // To avoid tunneling (which can happen on long falls), clamp the // velocity in Y direction. Tunneling can happen if the Y velocity // is larger than the maximum suspension travel (per frame), since then diff --git a/src/physics/btKart.cpp b/src/physics/btKart.cpp index bdb8f556c..2aa00960d 100644 --- a/src/physics/btKart.cpp +++ b/src/physics/btKart.cpp @@ -387,6 +387,17 @@ void btKart::updateVehicle( btScalar step ) if(m_wheelInfo[i].m_raycastInfo.m_isInContact) m_num_wheels_on_ground++; } + + // If the kart is flying, try to keep it parallel to the ground. + if(m_num_wheels_on_ground==0) + { + btVector3 kart_up = getChassisWorldTransform().getBasis().getColumn(1); + btVector3 terrain_up(0,1,0); + btVector3 axis = kart_up.cross(terrain_up); + // Times 10 gives a nicely balanced feeling. + m_chassisBody->applyTorqueImpulse(axis * 10); + } + // Work around: make sure that either both wheels on one axis // are on ground, or none of them. This avoids the problem of // the kart suddenly getting additional angular velocity because