Use smoothed transform directly for shadow

This commit is contained in:
Benau 2018-07-05 11:21:41 +08:00
parent 0a020210e5
commit e50029b707

View File

@ -82,7 +82,7 @@ void Shadow::update(bool enabled)
v[1].m_position.X = 1; v[1].m_position.Z = 1; v[1].m_position.Y = 0;
v[2].m_position.X = -1; v[2].m_position.Z = -1; v[2].m_position.Y = 0;
v[3].m_position.X = 1; v[3].m_position.Z = -1; v[3].m_position.Y = 0;
btTransform kart_trans = m_kart.getTrans();
btTransform kart_trans = m_kart.getSmoothedTrans();
btTransform skidding_rotation;
skidding_rotation.setOrigin(Vec3(0, 0, 0));
skidding_rotation.setRotation
@ -94,7 +94,6 @@ void Shadow::update(bool enabled)
Vec3 up_vector = kart_trans.getBasis().getColumn(1);
up_vector = up_vector * (wi.m_raycastInfo.m_suspensionLength - 0.02f);
Vec3 pos = kart_trans(Vec3(v[i].m_position)) - up_vector;
m_kart.transformSmoothedPosition(&pos);
v[i].m_position = pos.toIrrVector();
v[i].m_normal = MiniGLM::compressVector3
(Vec3(wi.m_raycastInfo.m_contactNormalWS).toIrrVector());