Removed unused skidding code.

This commit is contained in:
hiker
2018-04-15 00:40:41 +10:00
parent b4107bfc25
commit 896b631f97
2 changed files with 1 additions and 44 deletions

View File

@@ -118,8 +118,6 @@ void btKart::reset()
updateWheelTransform(i, true);
}
m_visual_wheels_touch_ground = false;
m_skid_angular_velocity = 0;
m_is_skidding = false;
m_allow_sliding = false;
m_num_wheels_on_ground = 0;
m_additional_impulse = btVector3(0,0,0);
@@ -831,34 +829,7 @@ void btKart::updateFriction(btScalar timeStep)
// Note: don't reset zipper speed, or the kart rewinder will
// get incorrect zipper information.
// The kart just stopped skidding. Adjust the velocity so that
// it points in the right direction.
// FIXME: this is not good enough, we need some smooth interpolation here.
if(m_is_skidding && m_skid_angular_velocity == 0)
{
btVector3 v = m_chassisBody->getLinearVelocity();
v.setZ(sqrt(v.getX()*v.getX()+v.getZ()*v.getZ()));
v.setX(0);
btVector3 v_new = m_chassisBody->getWorldTransform().getBasis()*v;
m_chassisBody->setLinearVelocity(v_new);
m_is_skidding = false;
}
if(m_skid_angular_velocity!=0)
{
m_is_skidding = true;
// Skidding is implemented by not having any forward impulse,
// but only add a side impulse
for(unsigned int i=0; i<4; i++)
{
m_forwardImpulse[i] = 0;
m_sideImpulse[i] = 0;
}
btVector3 av = m_chassisBody->getAngularVelocity();
av.setY(m_skid_angular_velocity);
m_chassisBody->setAngularVelocity(av);
}
else if (sliding && (m_allow_sliding || m_time_additional_impulse>0) )
if (sliding && (m_allow_sliding || m_time_additional_impulse>0) )
{
for (int wheel = 0; wheel < getNumWheels(); wheel++)
{

View File

@@ -69,16 +69,6 @@ private:
btScalar m_damping;
btVehicleRaycaster *m_vehicleRaycaster;
/** The angular velocity to be applied when the kart skids.
* 0 means no skidding. */
btScalar m_skid_angular_velocity;
/** True if the kart is currently skidding. This is used to detect
* the end of skidding (i.e. m_skid_angular_velocity=0 and
* m_is_skidding=true), and triggers adjusting of the velocity
* direction. */
bool m_is_skidding;
/** Sliding (skidding) will only be permited when this is true. Also check
* the friction parameter in the wheels since friction directly affects
* skidding.
@@ -239,10 +229,6 @@ public:
// ------------------------------------------------------------------------
int getUserConstraintId() const { return m_userConstraintId; }
// ------------------------------------------------------------------------
/** Sets the angular velocity to be used when skidding
* (0 means no skidding). */
void setSkidAngularVelocity(float v) {m_skid_angular_velocity = v; }
// ------------------------------------------------------------------------
/** Returns the number of wheels on the ground. */
unsigned int getNumWheelsOnGround() const {return m_num_wheels_on_ground;}
// ------------------------------------------------------------------------