Fixed incorrect skidmarks/particle effects when skidding and a

graphics-only jump is being done.


git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11577 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
hikerstk
2012-09-13 21:55:28 +00:00
parent 4a6f5ea494
commit 97890455c9
3 changed files with 149 additions and 143 deletions

View File

@@ -22,6 +22,7 @@
#include "graphics/irr_driver.hpp"
#include "karts/controller/controller.hpp"
#include "karts/abstract_kart.hpp"
#include "karts/skidding.hpp"
#include "physics/btKart.hpp"
#include <IMeshSceneNode.h>
@@ -79,156 +80,154 @@ void SkidMarks::update(float dt, bool force_skid_marks,
video::SColor* custom_color)
{
//if the kart is gnu, then dont skid because he floats!
if (m_kart.isWheeless() == false)
if(m_kart.isWheeless())
return;
float f = dt/stk_config->m_skid_fadeout_time*m_start_alpha;
for(unsigned int i=0; i<m_left.size(); i++)
{
float f = dt/stk_config->m_skid_fadeout_time*m_start_alpha;
for(unsigned int i=0; i<m_left.size(); i++)
m_left[i]->fade(f);
m_right[i]->fade(f);
}
if(m_skid_marking)
{
// Get raycast information
// -----------------------
const btWheelInfo::RaycastInfo &raycast_right =
m_kart.getVehicle()->getWheelInfo(2).m_raycastInfo;
const btWheelInfo::RaycastInfo raycast_left =
m_kart.getVehicle()->getWheelInfo(3).m_raycastInfo;
Vec3 delta = raycast_right.m_contactPointWS
- raycast_left.m_contactPointWS;
// We were skid marking, but not anymore (either because the
// wheels don't touch the ground, or the kart has stopped
// skidding). One special case: the physics force both wheels
// on one axis to touch the ground. If only one wheel touches
// the ground, the 2nd one gets the same raycast result -->
// delta is 0, and the behaviour is undefined. In this case
// just stop doing skid marks as well.
// ---------------------------------------------------------
if (!force_skid_marks &&
(!raycast_right.m_isInContact ||
m_kart.getSkidding()->getGraphicalJumpOffset()>0 ||
!m_kart.getControls().m_skid ||
fabsf(m_kart.getControls().m_steer) < 0.001f ||
delta.length2()<0.0001 ) )
{
m_left[i]->fade(f);
m_right[i]->fade(f);
}
if(m_skid_marking)
{
// Get raycast information
// -----------------------
const btWheelInfo::RaycastInfo &raycast_right =
m_kart.getVehicle()->getWheelInfo(2).m_raycastInfo;
const btWheelInfo::RaycastInfo raycast_left =
m_kart.getVehicle()->getWheelInfo(3).m_raycastInfo;
Vec3 delta = raycast_right.m_contactPointWS
- raycast_left.m_contactPointWS;
// We were skid marking, but not anymore (either because the
// wheels don't touch the ground, or the kart has stopped
// skidding). One special case: the physics force both wheels
// on one axis to touch the ground. If only one wheel touches
// the ground, the 2nd one gets the same raycast result -->
// delta is 0, and the behaviour is undefined. In this case
// just stop doing skid marks as well.
// ---------------------------------------------------------
if (!force_skid_marks &&
(!raycast_right.m_isInContact ||
!m_kart.getControls().m_skid ||
fabsf(m_kart.getControls().m_steer) < 0.001f ||
delta.length2()<0.0001 ) )
{
m_skid_marking = false;
// The vertices and indices will not change anymore
// (till these skid mark quads are deleted)
m_left[m_current]->setHardwareMappingHint(scene::EHM_STATIC);
m_right[m_current]->setHardwareMappingHint(scene::EHM_STATIC);
return;
}
// We are still skid marking, so add the latest quad
// -------------------------------------------------
delta.normalize();
delta *= m_width;
m_left [m_current]->add(raycast_left.m_contactPointWS,
raycast_left.m_contactPointWS + delta);
m_right[m_current]->add(raycast_right.m_contactPointWS-delta,
raycast_right.m_contactPointWS);
// Adjust the boundary box of the mesh to include the
// adjusted aabb of its buffers.
core::aabbox3df aabb=m_nodes[m_current]->getMesh()
->getBoundingBox();
aabb.addInternalBox(m_left[m_current]->getAABB());
aabb.addInternalBox(m_right[m_current]->getAABB());
m_nodes[m_current]->getMesh()->setBoundingBox(aabb);
m_skid_marking = false;
// The vertices and indices will not change anymore
// (till these skid mark quads are deleted)
m_left[m_current]->setHardwareMappingHint(scene::EHM_STATIC);
m_right[m_current]->setHardwareMappingHint(scene::EHM_STATIC);
return;
}
// Currently no skid marking
// -------------------------
if (!force_skid_marks)
{
if((!m_kart.getControls().m_skid) ||
(fabsf(m_kart.getControls().m_steer) < 0.001f))
return; // not skidmarking
// not turning enough, don't draw skidmarks if kart is going
// straight ahead this is even stricter for Ai karts, since they
// tend to use LOTS of skidding
const float min_skid_angle =
m_kart.getController()->isPlayerController() ? 0.55f : 0.95f;
if( fabsf(m_kart.getSteerPercent()) < min_skid_angle) return;
}
// Start new skid marks
// --------------------
const btWheelInfo::RaycastInfo &raycast_right =
m_kart.getVehicle()->getWheelInfo(2).m_raycastInfo;
// No skidmarking if wheels don't have contact
if(!raycast_right.m_isInContact) return;
// We are still skid marking, so add the latest quad
// -------------------------------------------------
const btWheelInfo::RaycastInfo raycast_left =
m_kart.getVehicle()->getWheelInfo(3).m_raycastInfo;
Vec3 delta = raycast_right.m_contactPointWS
- raycast_left.m_contactPointWS;
// Special case: only one wheel on one axis touches the ground
// --> physics set both wheels to touch the same spot --> delta = 0.
// In this case, don't start skidmarks.
if(delta.length2()<0.0001) return;
delta.normalize();
delta *= m_width;
SkidMarkQuads *smq_left =
new SkidMarkQuads(raycast_left.m_contactPointWS,
raycast_left.m_contactPointWS + delta,
m_material, m_avoid_z_fighting,
custom_color);
scene::SMesh *new_mesh = new scene::SMesh();
new_mesh->addMeshBuffer(smq_left);
SkidMarkQuads *smq_right =
new SkidMarkQuads(raycast_right.m_contactPointWS - delta,
raycast_right.m_contactPointWS,
m_material,
m_avoid_z_fighting,
custom_color);
new_mesh->addMeshBuffer(smq_right);
scene::IMeshSceneNode *new_node = irr_driver->addMesh(new_mesh);
#ifdef DEBUG
std::string debug_name = m_kart.getIdent()+" (skid-mark)";
new_node->setName(debug_name.c_str());
#endif
// We don't keep a reference to the mesh here, so we have to decrement
// the reference count (which is set to 1 when doing "new SMesh()".
// The scene node will keep the mesh alive.
new_mesh->drop();
m_current++;
if(m_current>=stk_config->m_max_skidmarks)
m_current = 0;
if(m_current>=(int)m_left.size())
{
m_left. push_back (smq_left );
m_right.push_back (smq_right);
m_nodes.push_back (new_node);
}
else
{
irr_driver->removeNode(m_nodes[m_current]);
// Not necessary to delete m_nodes: removeNode
// deletes the node since its refcount reaches zero.
m_left[m_current]->drop();
m_right[m_current]->drop();
m_left [m_current] = smq_left;
m_right [m_current] = smq_right;
m_nodes [m_current] = new_node;
}
m_skid_marking = true;
// More triangles are added each frame, so for now leave it
// to stream.
m_left[m_current]->setHardwareMappingHint(scene::EHM_STREAM);
m_right[m_current]->setHardwareMappingHint(scene::EHM_STREAM);
m_left [m_current]->add(raycast_left.m_contactPointWS,
raycast_left.m_contactPointWS + delta);
m_right[m_current]->add(raycast_right.m_contactPointWS-delta,
raycast_right.m_contactPointWS);
// Adjust the boundary box of the mesh to include the
// adjusted aabb of its buffers.
core::aabbox3df aabb=m_nodes[m_current]->getMesh()
->getBoundingBox();
aabb.addInternalBox(m_left[m_current]->getAABB());
aabb.addInternalBox(m_right[m_current]->getAABB());
m_nodes[m_current]->getMesh()->setBoundingBox(aabb);
return;
}
// Currently no skid marking
// -------------------------
if (!force_skid_marks)
{
if((!m_kart.getControls().m_skid) ||
(fabsf(m_kart.getControls().m_steer) < 0.001f))
return; // not skidmarking
// not turning enough, don't draw skidmarks if kart is going
// straight ahead this is even stricter for Ai karts, since they
// tend to use LOTS of skidding
const float min_skid_angle =
m_kart.getController()->isPlayerController() ? 0.55f : 0.95f;
if( fabsf(m_kart.getSteerPercent()) < min_skid_angle) return;
}
// Start new skid marks
// --------------------
const btWheelInfo::RaycastInfo &raycast_right =
m_kart.getVehicle()->getWheelInfo(2).m_raycastInfo;
// No skidmarking if wheels don't have contact
if(!raycast_right.m_isInContact) return;
const btWheelInfo::RaycastInfo raycast_left =
m_kart.getVehicle()->getWheelInfo(3).m_raycastInfo;
Vec3 delta = raycast_right.m_contactPointWS
- raycast_left.m_contactPointWS;
// Special case: only one wheel on one axis touches the ground
// --> physics set both wheels to touch the same spot --> delta = 0.
// In this case, don't start skidmarks.
if(delta.length2()<0.0001) return;
delta.normalize();
delta *= m_width;
SkidMarkQuads *smq_left =
new SkidMarkQuads(raycast_left.m_contactPointWS,
raycast_left.m_contactPointWS + delta,
m_material, m_avoid_z_fighting, custom_color);
scene::SMesh *new_mesh = new scene::SMesh();
new_mesh->addMeshBuffer(smq_left);
SkidMarkQuads *smq_right =
new SkidMarkQuads(raycast_right.m_contactPointWS - delta,
raycast_right.m_contactPointWS,
m_material, m_avoid_z_fighting, custom_color);
new_mesh->addMeshBuffer(smq_right);
scene::IMeshSceneNode *new_node = irr_driver->addMesh(new_mesh);
#ifdef DEBUG
std::string debug_name = m_kart.getIdent()+" (skid-mark)";
new_node->setName(debug_name.c_str());
#endif
// We don't keep a reference to the mesh here, so we have to decrement
// the reference count (which is set to 1 when doing "new SMesh()".
// The scene node will keep the mesh alive.
new_mesh->drop();
m_current++;
if(m_current>=stk_config->m_max_skidmarks)
m_current = 0;
if(m_current>=(int)m_left.size())
{
m_left. push_back (smq_left );
m_right.push_back (smq_right);
m_nodes.push_back (new_node);
}
else
{
irr_driver->removeNode(m_nodes[m_current]);
// Not necessary to delete m_nodes: removeNode
// deletes the node since its refcount reaches zero.
m_left[m_current]->drop();
m_right[m_current]->drop();
m_left [m_current] = smq_left;
m_right [m_current] = smq_right;
m_nodes [m_current] = new_node;
}
m_skid_marking = true;
// More triangles are added each frame, so for now leave it
// to stream.
m_left[m_current]->setHardwareMappingHint(scene::EHM_STREAM);
m_right[m_current]->setHardwareMappingHint(scene::EHM_STREAM);
} // update
//=============================================================================

View File

@@ -244,9 +244,12 @@ void KartGFX::updateTerrain(const ParticleKind *pk)
float rate = 0;
const float speed = fabsf(m_kart->getSpeed());
const float skidding = m_kart->getSkidding()->getSkidFactor();
if (skidding > 1.0f)
// Only create particles when the kart is actually on ground
bool on_ground = m_kart->isOnGround() &&
m_kart->getSkidding()->getGraphicalJumpOffset()==0;
if (skidding > 1.0f && on_ground)
rate = fabsf(m_kart->getControls().m_steer) > 0.8 ? skidding - 1 : 0;
else if (speed >= 0.5f)
else if (speed >= 0.5f && on_ground)
rate = speed/m_kart->getKartProperties()->getMaxSpeed();
else
{

View File

@@ -122,7 +122,11 @@ public:
* a fraction of the maximum steering angle ( so in [-1, 1]). */
float getSteeringFraction() { return m_real_steering; }
// ------------------------------------------------------------------------
float getGraphicalJumpOffset() { return m_gfx_jump_offset; }
/** Returns an additional height offset that is used to show a graphical
* jump when a skid starts. So when this is >0 the wheels appear not to
* touch the ground (though in reality the physical kart does, but also
* see physical jumping implemented in this object). */
float getGraphicalJumpOffset() const { return m_gfx_jump_offset; }
// ------------------------------------------------------------------------
/** Returns the skidding state. */
SkidState getSkidState() const { return m_skid_state; }