Applied MiniBjorn 'more random explosion' patch.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@3192 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -459,16 +459,22 @@ bool Kart::isNearGround() const
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//-----------------------------------------------------------------------------
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void Kart::handleExplosion(const Vec3& pos, bool direct_hit)
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{
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int sign_bits = rand(); // To select plus or minus randomnly, assuming 15 bit at least
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if(direct_hit)
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{
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btVector3 diff((float)(rand()%16/16), (float)(rand()%16/16), 2.0f);
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float sign_a = (sign_bits & (0x1 << 8)) ? 1.0f : -1.0f;
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float sign_b = (sign_bits & (0x1 << 9)) ? 1.0f : -1.0f;
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float sign_c = (sign_bits & (0x1 << 10)) ? 1.0f : -1.0f;
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float sign_d = (sign_bits & (0x1 << 11)) ? 1.0f : -1.0f;
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float sign_e = (sign_bits & (0x1 << 12)) ? 1.0f : -1.0f;
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btVector3 diff(sign_a * (float)(rand()%16/16), sign_b * (float)(rand()%16/16), 2.0f);
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diff.normalize();
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diff*=stk_config->m_explosion_impulse/5.0f;
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m_uprightConstraint->setDisableTime(10.0f);
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getVehicle()->getRigidBody()->applyCentralImpulse(diff);
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getVehicle()->getRigidBody()->applyTorqueImpulse(btVector3(float(rand()%32*5),
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float(rand()%32*5),
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float(rand()%32*5)));
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getVehicle()->getRigidBody()->applyTorqueImpulse(btVector3(sign_c * float(rand()%32*5),
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sign_d * float(rand()%32*5),
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sign_e * float(rand()%32*5)));
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}
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else // only affected by a distant explosion
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{
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@ -478,7 +484,7 @@ void Kart::handleExplosion(const Vec3& pos, bool direct_hit)
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if(diff.getZ()<0) diff.setZ(0.0f);
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float len2=diff.length2();
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// The correct formhale would be to first normalise diff,
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// The correct formulae would be to first normalise diff,
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// then apply the impulse (which decreases 1/r^2 depending
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// on the distance r), so:
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// diff/len(diff) * impulseSize/len(diff)^2
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@ -487,6 +493,9 @@ void Kart::handleExplosion(const Vec3& pos, bool direct_hit)
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// somewhat larger, which is actually more fun :)
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diff *= stk_config->m_explosion_impulse/len2;
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getVehicle()->getRigidBody()->applyCentralImpulse(diff);
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// Even if just pushed, give some random rotation to simulate the lost of control by the shake
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float sign_a = (sign_bits & (0x1 << 8)) ? 1.0f : -1.0f;
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getVehicle()->getRigidBody()->applyTorqueImpulse(btVector3(0, 0, sign_a * float(rand()%32*5)));
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}
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} // handleExplosion
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