Small improvements on skid lines
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14244 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -143,14 +143,11 @@ void SkidMarks::update(float dt, bool force_skid_marks,
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delta *= m_width;
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delta *= m_width;
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float distance = 0.0f;
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float distance = 0.0f;
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if (m_current > 0)
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Vec3 start = m_left[m_current]->getCenterStart();
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{
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Vec3 newPoint = (raycast_left.m_contactPointWS + raycast_right.m_contactPointWS)/2;
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Vec3 start = m_left[m_current - 1]->getCenterStart();
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// this linear distance does not account for the kart turning, it's true,
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Vec3 newPoint = (raycast_left.m_contactPointWS + raycast_right.m_contactPointWS)/2;
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// but it produces good enough results
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// this linear distance does not account for the kart turning, it's true,
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distance = (newPoint - start).length();
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// but it produces good enough results
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distance = (newPoint - start).length();
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}
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m_left [m_current]->add(raycast_left.m_contactPointWS,
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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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raycast_left.m_contactPointWS + delta,
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@ -271,7 +268,10 @@ void SkidMarks::SkidMarkQuads::add(const Vec3 &left,
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video::S3DVertex v;
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video::S3DVertex v;
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v.Color = m_start_color;
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v.Color = m_start_color;
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v.Color.setAlpha(m_start_alpha);
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if (n == 0)
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v.Color.setAlpha(0.0f);
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else
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v.Color.setAlpha(m_start_alpha);
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v.Pos = left.toIrrVector();
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v.Pos = left.toIrrVector();
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v.Pos.Y += m_z_offset;
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v.Pos.Y += m_z_offset;
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v.Normal = core::vector3df(0, 1, 0);
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v.Normal = core::vector3df(0, 1, 0);
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@ -317,7 +317,7 @@ void SkidMarks::SkidMarkQuads::fade(float f)
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a -= (a < m_fade_out ? a : (int)m_fade_out);
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a -= (a < m_fade_out ? a : (int)m_fade_out);
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c.setAlpha(a);
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c.setAlpha(a);
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for(unsigned int i=0; i<Vertices.size(); i++)
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for(unsigned int i=2; i<Vertices.size(); i++)
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{
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{
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Vertices[i].Color.setAlpha(a);
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Vertices[i].Color.setAlpha(a);
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}
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}
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