Merge branch 'master' of github.com:supertuxkart/stk-code
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commit
9f0b316daf
@ -573,8 +573,9 @@ void Kart::createPhysics()
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{
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// First: Create the chassis of the kart
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// -------------------------------------
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float kart_length = getKartLength();
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float kart_height = getKartHeight();
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const float kart_length = getKartLength();
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const float kart_width = getKartWidth();
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float kart_height = getKartHeight();
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// improve physics for tall karts
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if (kart_height > kart_length*0.6f)
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@ -596,9 +597,9 @@ void Kart::createPhysics()
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{
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for (int x = -1; x <= 1; x += 2)
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{
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Vec3 p(x*getKartModel()->getWidth() *0.5f,
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y*getKartModel()->getHeight()*0.5f,
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z*getKartModel()->getLength()*0.5f);
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Vec3 p(x*kart_width *0.5f,
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y*kart_height *0.5f,
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z*kart_length *0.5f);
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hull->addPoint(p*orig_factor);
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hull->addPoint(p*bevel_factor);
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@ -614,7 +615,7 @@ void Kart::createPhysics()
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{
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// All wheel positions are relative to the center of
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// the collision shape.
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wheel_pos[index].setX(x*0.5f*getKartWidth());
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wheel_pos[index].setX(x*0.5f*kart_width);
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float radius = getKartProperties()->getWheelRadius();
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// The y position of the wheels (i.e. the points where
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// the suspension is attached to) is just at the
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@ -624,8 +625,8 @@ void Kart::createPhysics()
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// point 'radius' up. That means that if the suspension
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// is fully compressed (0), the wheel will just be at
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// the bottom of the kart chassis and touch the ground
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wheel_pos[index].setY(- 0.5f*getKartHeight() + radius);
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wheel_pos[index].setZ((0.5f*getKartLength() - radius)* z);
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wheel_pos[index].setY(- 0.5f*kart_height + radius);
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wheel_pos[index].setZ((0.5f*kart_length - radius)* z);
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}
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else
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