Merge branch 'bumpy'

This commit is contained in:
hiker 2014-08-13 11:16:03 +10:00
commit 98bb7e3959
7 changed files with 134 additions and 107 deletions

View File

@ -381,7 +381,7 @@
chassis-angular-damping="0"
downward-impulse-factor="0"
track-connection-accel="2"
smooth-flying-impulse="10"/>
smooth-flying-impulse="25"/>
<!-- collision
impulse-type: STK can apply an additional impulse in case of
@ -411,10 +411,15 @@
(1-bevelY). A value of 0 for all bevel coordinates disables
bevelling, and uses a simple box shape.
As an example, a value of 1 for x and z will result in a
sharp 'arrow' like shape. -->
sharp 'arrow' like shape.
physical-wheel-position: Defines where the 'physical' (raycast)
wheel will be located. It's a weight factor with 0 = being
at the widest side of the bevel, 1 = at the front and
narrowest part of the kart. -->
<collision impulse-type="normal"
impulse="3000" impulse-time="0.1" terrain-impulse="8000"
restitution="1.0" bevel-factor="0.5 0.0 0.5" />
restitution="1.0" bevel-factor="0.5 0.0 0.7"
physical-wheel-position="0.5" />
<!-- If a kart starts within the specified time after 'go',
it receives the corresponding bonus from 'boost'. Those

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@ -583,39 +583,40 @@ void Kart::createPhysics()
btCollisionShape *shape;
const Vec3 &bevel = m_kart_properties->getBevelFactor();
if(bevel.getX() || bevel.getY() || bevel.getZ())
Vec3 wheel_pos[4];
assert(bevel.getX() || bevel.getY() || bevel.getZ());
Vec3 orig_factor(1, 1, 1 - bevel.getZ());
Vec3 bevel_factor(1.0f - bevel.getX(), 1.0f - bevel.getY(), 1.0f);
btConvexHullShape *hull = new btConvexHullShape();
for (int y = -1; y <= 1; y += 2)
{
Vec3 orig_factor(1, 1, 1-bevel.getZ());
Vec3 bevel_factor(1.0f-bevel.getX(),
1.0f-bevel.getY(),
1.0f );
btConvexHullShape *hull = new btConvexHullShape();
for(int x=-1; x<=1; x+=2)
for (int z = -1; z <= 1; z += 2)
{
for(int y=-1; y<=1; y+=2)
for (int x = -1; x <= 1; x += 2)
{
for(int z=-1; z<=1; z+=2)
Vec3 p(x*getKartModel()->getWidth() *0.5f,
y*getKartModel()->getHeight()*0.5f,
z*getKartModel()->getLength()*0.5f);
hull->addPoint(p*orig_factor);
hull->addPoint(p*bevel_factor);
// Store the x/z position for the wheels as a weighted average
// of the two bevelled points.
if (y == -1)
{
Vec3 p(x*getKartModel()->getWidth()*0.5f,
y*getKartModel()->getHeight()*0.5f,
z*getKartModel()->getLength()*0.5f);
int index = (x + 1) / 2 + 1 - z; // get index of wheel
float f = getKartProperties()->getPhysicalWheelPosition();
wheel_pos[index] = p*(orig_factor*(1.0f-f) + bevel_factor*f);
wheel_pos[index].setY(0);
} // if z==-1
} // for x
} // for z
} // for y
hull->addPoint(p*orig_factor);
hull->addPoint(p*bevel_factor);
} // for z
} // for y
} // for x
// This especially enables proper drawing of the point cloud
hull->initializePolyhedralFeatures();
shape = hull;
} // bevel.getX()!=0
else
{
shape = new btBoxShape(btVector3(0.5f*kart_width,
0.5f*kart_height,
0.5f*kart_length));
}
// This especially enables proper drawing of the point cloud
hull->initializePolyhedralFeatures();
shape = hull;
btTransform shiftCenterOfGravity;
shiftCenterOfGravity.setIdentity();
@ -672,7 +673,7 @@ void Kart::createPhysics()
{
bool is_front_wheel = i<2;
btWheelInfo& wheel = m_vehicle->addWheel(
m_kart_model->getWheelPhysicsPosition(i),
wheel_pos[i],
wheel_direction, wheel_axle, suspension_rest,
wheel_radius, tuning, is_front_wheel);
wheel.m_suspensionStiffness = m_kart_properties->getSuspensionStiffness();
@ -2500,40 +2501,29 @@ void Kart::updateGraphics(float dt, const Vec3& offset_xyz,
for(unsigned int i=0; i<4; i++)
{
// Set the suspension length
height_above_terrain[i] =
( m_vehicle->getWheelInfo(i).m_raycastInfo.m_hardPointWS
- m_vehicle->getWheelInfo(i).m_raycastInfo.m_contactPointWS).length()
- m_vehicle->getWheelInfo(i).m_chassisConnectionPointCS.getY();
const btWheelInfo &wi = m_vehicle->getWheelInfo(i);
height_above_terrain[i] = wi.m_raycastInfo.m_suspensionLength;
if(height_above_terrain[i] < min_hat) min_hat = height_above_terrain[i];
}
float kart_hat = m_kart_model->getLowestPoint();
float chassis_delta = 0;
// Check if the chassis needs to be moved down so that the wheels look
// like they are in the rest state, i.e. the wheels are not too far down.
if(min_hat > m_kart_model->getLowestPoint())
if(min_hat >= kart_hat)
{
chassis_delta = min_hat - m_kart_model->getLowestPoint();
for(unsigned int i=0; i<4; i++)
height_above_terrain[i] -= chassis_delta;
height_above_terrain[i] = kart_hat;
}
m_kart_model->update(dt, m_wheel_rotation_dt, getSteerPercent(),
height_above_terrain, m_speed);
height_above_terrain, m_speed);
// If the kart is leaning, part of the kart might end up 'in' the track.
// To avoid this, raise the kart enough to offset the leaning.
float lean_height = tan(fabsf(m_current_lean)) * getKartWidth()*0.5f;
Vec3 center_shift = m_kart_properties->getGravityCenterShift();
center_shift.setY(m_skidding->getGraphicalJumpOffset() + lean_height
- m_kart_model->getLowestPoint() -chassis_delta );
center_shift = getTrans().getBasis() * center_shift;
float heading = m_skidding->getVisualSkidRotation();
center_shift = Vec3(0, m_skidding->getGraphicalJumpOffset() + lean_height, 0);
Vec3 center_shift = Vec3(0, m_skidding->getGraphicalJumpOffset() - kart_hat
+ lean_height-m_kart_model->getLowestPoint(), 0);
center_shift = getTrans().getBasis() * center_shift;
Moveable::updateGraphics(dt, center_shift,
btQuaternion(heading, 0, m_current_lean));

View File

@ -107,7 +107,6 @@ KartModel::KartModel(bool is_master)
for(unsigned int i=0; i<4; i++)
{
m_wheel_graphics_position[i] = Vec3(UNDEFINED);
m_wheel_physics_position[i] = Vec3(UNDEFINED);
m_wheel_graphics_radius[i] = 0.0f; // for kart without separate wheels
m_wheel_model[i] = NULL;
m_wheel_node[i] = NULL;
@ -299,7 +298,6 @@ KartModel* KartModel::makeCopy()
assert(!m_wheel_node[i]);
km->m_wheel_filename[i] = m_wheel_filename[i];
km->m_wheel_graphics_position[i] = m_wheel_graphics_position[i];
km->m_wheel_physics_position[i] = m_wheel_physics_position[i];
km->m_wheel_graphics_radius[i] = m_wheel_graphics_radius[i];
km->m_min_suspension[i] = m_min_suspension[i];
km->m_max_suspension[i] = m_max_suspension[i];
@ -626,43 +624,10 @@ void KartModel::loadWheelInfo(const XMLNode &node,
}
wheel_node->get("model", &m_wheel_filename[index] );
wheel_node->get("position", &m_wheel_graphics_position[index]);
wheel_node->get("physics-position", &m_wheel_physics_position[index] );
wheel_node->get("min-suspension", &m_min_suspension[index] );
wheel_node->get("max-suspension", &m_max_suspension[index] );
} // loadWheelInfo
// ----------------------------------------------------------------------------
/** Sets the default position for the physical wheels if they are not defined
* in the data file. The default position is to have the wheels at the corner
* of the chassis. But since the position is relative to the center of mass,
* this must be specified.
* \param center_shift Amount the kart chassis is moved relative to the center
* of mass.
* \param wheel_radius Radius of the physics wheels.
*/
void KartModel::setDefaultPhysicsPosition(const Vec3 &center_shift,
float wheel_radius)
{
for(unsigned int i=0; i<4; i++)
{
if(m_wheel_physics_position[i].getX()==UNDEFINED)
{
m_wheel_physics_position[i].setX( ( i==1||i==3)
? -0.5f*m_kart_width
: 0.5f*m_kart_width
+center_shift.getX( ));
// Set the connection point so that a maximum compressed wheel
// (susp. length=0) will still poke a little bit out under the
// kart
m_wheel_physics_position[i].setY(wheel_radius-0.05f);
m_wheel_physics_position[i].setZ( (0.5f*m_kart_length-wheel_radius)
* ( (i<2) ? 1 : -1)
+center_shift.getZ());
} // if physics position is not defined
}
} // setDefaultPhysicsPosition
// ----------------------------------------------------------------------------
/** Resets the kart model. It stops animation from being played and resets
* the wheels to the correct position (i.e. no suspension).
@ -804,7 +769,8 @@ void KartModel::update(float dt, float rotation_dt, float steer,
}
#endif
core::vector3df pos = m_wheel_graphics_position[i].toIrrVector();
pos.Y = m_kart_lowest_point - height_above_terrain[i]
//
pos.Y = - height_above_terrain[i] + m_kart_lowest_point
+ m_wheel_graphics_radius[i];
m_wheel_node[i]->setPosition(pos);

View File

@ -157,10 +157,6 @@ private:
/** The position of all four wheels in the 3d model. */
Vec3 m_wheel_graphics_position[4];
/** The position of the wheels for the physics, which can be different
* from the graphical position. */
Vec3 m_wheel_physics_position[4];
/** Radius of the graphical wheels. */
float m_wheel_graphics_radius[4];
@ -233,8 +229,6 @@ public:
bool loadModels(const KartProperties &kart_properties);
void update(float dt, float rotation_dt, float steer,
const float height_abve_terrain[4], float speed);
void setDefaultPhysicsPosition(const Vec3 &center_shift,
float wheel_radius);
void finishedRace();
scene::ISceneNode*
attachModel(bool animatedModels, bool always_animated);
@ -263,14 +257,6 @@ public:
const Vec3* getWheelsGraphicsPosition() const
{return m_wheel_graphics_position;}
// ------------------------------------------------------------------------
/** Returns the position of a wheel relative to the kart for the physics.
* The physics wheels can be attached at a different place to make the
* karts more stable.
* \param i Index of the wheel: 0=front right, 1 = front left, 2 = rear
* right, 3 = rear left. */
const Vec3& getWheelPhysicsPosition(unsigned int i) const
{assert(i<4); return m_wheel_physics_position[i];}
// ------------------------------------------------------------------------
/** Returns the radius of the graphical wheels.
* \param i Index of the wheel: 0=front right, 1 = front left, 2 = rear
* right, 3 = rear left. */

View File

@ -92,7 +92,7 @@ KartProperties::KartProperties(const std::string &filename)
m_squash_duration = m_downward_impulse_factor =
m_bubblegum_fade_in_time = m_bubblegum_speed_fraction =
m_bubblegum_time = m_bubblegum_torque = m_jump_animation_time =
m_smooth_flying_impulse =
m_smooth_flying_impulse = m_physical_wheel_position =
UNDEFINED;
m_engine_power.resize(RaceManager::DIFFICULTY_COUNT, UNDEFINED);
@ -271,10 +271,9 @@ void KartProperties::load(const std::string &filename, const std::string &node)
m_gravity_center_shift.setY(m_kart_model->getHeight()*0.5f);
m_gravity_center_shift.setZ(0);
}
m_kart_model->setDefaultPhysicsPosition(m_gravity_center_shift,
m_wheel_radius );
m_wheel_base = fabsf( m_kart_model->getWheelPhysicsPosition(0).getZ()
-m_kart_model->getWheelPhysicsPosition(2).getZ());
//FIXME: magix 0.25 factor to keep it compatible with previous tourning
m_wheel_base = fabsf( m_kart_model->getLength()-0.25f);
// Now convert the turn radius into turn angle:
for(unsigned int i=0; i<m_turn_angle_at_speed.size(); i++)
@ -381,6 +380,7 @@ void KartProperties::getAllData(const XMLNode * root)
collision_node->get("terrain-impulse", &m_collision_terrain_impulse);
collision_node->get("restitution", &m_restitution );
collision_node->get("bevel-factor", &m_bevel_factor );
collision_node->get("physical-wheel-position",&m_physical_wheel_position);
std::string s;
collision_node->get("impulse-type", &s );
s = StringUtils::toLowerCase(s);
@ -677,6 +677,7 @@ void KartProperties::checkAllSet(const std::string &filename)
CHECK_NEG(m_bevel_factor.getX(), "collision bevel-factor" );
CHECK_NEG(m_bevel_factor.getY(), "collision bevel-factor" );
CHECK_NEG(m_bevel_factor.getZ(), "collision bevel-factor" );
CHECK_NEG(m_physical_wheel_position, "collision physical-wheel-position");
CHECK_NEG(m_rubber_band_max_length, "plunger band-max-length" );
CHECK_NEG(m_rubber_band_force, "plunger band-force" );
CHECK_NEG(m_rubber_band_duration, "plunger band-duration" );

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@ -150,6 +150,11 @@ private:
* collision shape. */
Vec3 m_bevel_factor;
/** The position of the physical wheel is a weighted average of the
* two ends of the beveled shape. This determines the weight: 0 =
* a the widest end, 1 = at the narrowest front end. */
float m_physical_wheel_position;
/** Time a kart is moved upwards after when it is rescued. */
float m_rescue_time;
@ -908,6 +913,14 @@ public:
// ------------------------------------------------------------------------
/** Returns the bevel factor (!=0 indicates to use a bevelled box). */
const Vec3 &getBevelFactor() const { return m_bevel_factor; }
// ------------------------------------------------------------------------
/** Returns position of the physical wheel is a weighted average of the
* two ends of the beveled shape. This determines the weight: 0 =
* a the widest end, 1 = at the narrowest, front end. */
const float getPhysicalWheelPosition() const
{
return m_physical_wheel_position;
} // getPhysicalWheelPosition
}; // KartProperties
#endif

66
src/patch Normal file
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@ -0,0 +1,66 @@
diff --git a/src/karts/kart.cpp b/src/karts/kart.cpp
index f9d6cd9..f243d2a 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 bdb8f55..2aa0096 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