Removed commented out code and unnecessary function;
fixed documentation. git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@9618 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@@ -133,36 +133,3 @@ void Cake::init(const XMLNode &node, scene::IMesh *cake_model)
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node.get("max-distance", &m_st_max_distance );
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m_st_max_distance_squared = m_st_max_distance*m_st_max_distance;
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} // init
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// -----------------------------------------------------------------------------
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void Cake::update(float dt)
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{
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//The following commented out code adds a lock on to the cake. It is kept
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//because it shows how to lock on to a moving target precisely with the
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//intersection algorithm and may be one day useful for something else.
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/*
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if(m_target != NULL)
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{
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// correct direction to go towards aimed kart
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btTransform my_trans = getTrans();
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float fire_angle = 0.0f;
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float time_estimated = 0.0f;
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float up_velocity = 0.0f;
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Vec3 origin = my_trans.getOrigin() - m_target->getNormal() * 0.5 * m_target->getKartHeight();
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getLinearKartItemIntersection (origin, m_target,
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m_speed, m_gravity, 0,
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&fire_angle, &up_velocity, &time_estimated);
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m_body->setLinearVelocity( btVector3(-m_speed * sinf (fire_angle),
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m_speed * cosf (fire_angle),
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up_velocity) );
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}
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*/
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Flyable::update(dt);
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} // update
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@@ -48,13 +48,20 @@ private:
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public:
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Cake (Kart *kart);
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static void init (const XMLNode &node, scene::IMesh *cake_model);
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virtual void update (float dt);
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// ------------------------------------------------------------------------
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virtual void hitTrack () { hit(NULL); }
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// Kinematic objects are not allowed to have a velocity (assertion in
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// bullet), so we have to do our own velocity handling here
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// ------------------------------------------------------------------------
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/** Kinematic objects are not allowed to have a velocity (assertion in
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* bullet), so we have to do our own velocity handling here. This
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* function returns the velocity of this object. */
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virtual const btVector3 &getVelocity() const {return m_initial_velocity;}
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// ------------------------------------------------------------------------
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/** Kinematic objects are not allowed to have a velocity (assertion in
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* bullet), so we have to do our own velocity handling here. This
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* function sets the velocity of this object.
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* \param v Linear velocity of this object.
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*/
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virtual void setVelocity(const btVector3& v) {m_initial_velocity=v; }
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}; // Cake
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#endif
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