Cloned original smoke code by hiker to create nitro particles so I can

test and tweak images if needed. xml was wrong but no obvious output in 
console so missing png was a real headache to figure. Tweaked drifting 
power loss (0.75 -> 0.5) and default brake power (100 -> 20).


git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@3589 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
mbjornstk 2009-06-04 00:16:13 +00:00
parent 87d02728cf
commit f964dc5723
3 changed files with 54 additions and 73 deletions

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@ -19,85 +19,65 @@
#include "graphics/nitro.hpp"
#include "material_manager.hpp"
#include "graphics/material_manager.hpp"
#include "graphics/irr_driver.hpp"
#include "io/file_manager.hpp"
#include "karts/kart.hpp"
#include "utils/constants.hpp"
Nitro::Nitro(Kart* kart)
: ParticleSystem(200, 0.0f, true, 0.5f),
m_kart(kart)
#include <cstdio>
Nitro::Nitro(Kart* kart) : m_kart(kart)
{
#ifndef HAVE_IRRLICHT
#ifdef DEBUG
setName("nitro");
#endif
bsphere.setCenter(0, 0, 0);
bsphere.setRadius(1000.0f);
dirtyBSphere();
const float particle_size = 0.5f;
m_node = irr_driver->addParticleNode();
m_node->setParent(m_kart->getNode());
m_node->setPosition(core::vector3df(0, particle_size*0.25f, -m_kart->getKartLength()*0.5f));
Material *m= material_manager->getMaterial("nitro-particle.png");
m->setMaterialProperties(&(m_node->getMaterial(0)));
m_node->setMaterialTexture(0, m->getTexture());
m_nitro_fire = new ssgSimpleState ();
#ifndef HAVE_IRRLICHT
m_nitro_fire->setTexture(material_manager->getMaterial("nitro-particle.rgb")->getState()->getTexture());
#endif
m_nitro_fire -> setTranslucent () ;
m_nitro_fire -> enable ( GL_TEXTURE_2D ) ;
m_nitro_fire -> setShadeModel ( GL_SMOOTH ) ;
m_nitro_fire -> disable ( GL_CULL_FACE ) ;
m_nitro_fire -> enable ( GL_BLEND ) ;
m_nitro_fire -> disable ( GL_ALPHA_TEST ) ;
m_nitro_fire -> enable ( GL_LIGHTING ) ;
m_nitro_fire -> setColourMaterial ( GL_EMISSION ) ;
m_nitro_fire -> setMaterial ( GL_AMBIENT, 0, 0, 0, 1 ) ;
m_nitro_fire -> setMaterial ( GL_DIFFUSE, 0, 0, 0, 1 ) ;
m_nitro_fire -> setMaterial ( GL_SPECULAR, 0, 0, 0, 1 ) ;
m_nitro_fire -> setShininess ( 0 ) ;
m_nitro_fire->ref();
m_emitter = m_node->createPointEmitter(core::vector3df(0, 0, 0), // velocity in m/ms
5, 10,
video::SColor(255,0,0,0),
video::SColor(255,255,255,255),
400, 400,
20 // max angle
);
m_emitter->setMinStartSize(core::dimension2df(particle_size/2.0f, particle_size/2.0f));
m_emitter->setMaxStartSize(core::dimension2df(particle_size*2.0f, particle_size*2.0f));
m_node->setEmitter(m_emitter); // this grabs the emitter
setState(m_nitro_fire);
#endif
scene::IParticleAffector *af = m_node->createFadeOutParticleAffector();
m_node->addAffector(af);
af->drop();
} // KartParticleSystem
//-----------------------------------------------------------------------------
Nitro::~Nitro()
{
//ssgDeRefDelete(m_nitro_fire);
irr_driver->removeNode(m_node);
} // ~Nitro
//-----------------------------------------------------------------------------
void Nitro::update(float t)
{
ParticleSystem::update(t);
// No particles to emit, no need to change the speed
if(m_emitter->getMinParticlesPerSecond()==0)
return;
// There seems to be no way to randomise the velocity for particles,
// so we have to do this manually, by changing the default velocity.
// Irrlicht expects velocity (called 'direction') in m/ms!!
Vec3 dir(cos(DEGREE_TO_RAD(rand()%180))*0.003f,
sin(DEGREE_TO_RAD(rand()%180))*0.003f,
sin(DEGREE_TO_RAD(rand()%100))*0.003f);
m_emitter->setDirection(dir.toIrrVector());
} // update
//-----------------------------------------------------------------------------
void Nitro::particle_create(int, Particle *p)
void Nitro::setCreationRate(float f)
{
#ifndef HAVE_IRRLICHT
sgSetVec4(p->m_col, 1, 1, 1, 1 ); /* initially white */
sgSetVec3(p->m_vel, 0, 0, 0 );
sgSetVec3(p->m_acc, 0, 0, 2.0f ); /* Gravity */
p->m_size = 1.0f;
p->m_time_to_live = 0.8f;
Vec3 xyz = m_kart->getXYZ();
const Vec3 vel = -m_kart->getVelocity()*0.2f;
sgCopyVec3(p->m_vel, vel.toFloat());
sgCopyVec3(p->m_pos, xyz.toFloat());
p->m_vel[0] += 2*cos(DEGREE_TO_RAD(rand()% 180));
p->m_vel[1] += 2*sin(DEGREE_TO_RAD(rand()% 180));
p->m_vel[2] = 0;
#endif
} // particle_create
//-----------------------------------------------------------------------------
void Nitro::particle_update(float delta, int,
Particle * particle)
{
#ifndef HAVE_IRRLICHT
particle->m_size -= delta*.2f;
particle->m_col[3] -= delta * 2.0f;
#endif
} // particle_update
m_emitter->setMinParticlesPerSecond(int(f));
m_emitter->setMaxParticlesPerSecond(int(f));
} // setCreationRate

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@ -20,24 +20,26 @@
#ifndef HEADER_NITRO_HPP
#define HEADER_NITRO_HPP
#include "particle_system.hpp"
#include "irrlicht.h"
using namespace irr;
class Kart;
class Nitro: public ParticleSystem
class Nitro
{
private:
/** The kart to which this smoke belongs. */
Kart *m_kart;
/** The texture to use. */
//ssgSimpleState *m_nitro_fire;
/** Irrlicht's particle systems. */
scene::IParticleSystemSceneNode *m_node;
/** The emitter. Access to this is needed to adjust the number of
* particles per second. */
scene::IParticleEmitter *m_emitter;
public:
Nitro (Kart* kart);
~Nitro ();
virtual void update (float t );
virtual void particle_create(int index, Particle* p );
virtual void particle_update(float deltaTime, int index, Particle *p );
virtual void update (float t);
void setCreationRate(float f);
};
#endif

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@ -243,7 +243,7 @@ Kart::~Kart()
sfx_manager->deleteSFX(m_goo_sound );
if(m_smoke_system) delete m_smoke_system;
//if(m_nitro) ssgDeRefDelete(m_nitro);
if(m_nitro) delete m_nitro;
m_animated_node->removeChild(m_shadow->getSceneNode());
delete m_shadow;
@ -783,7 +783,7 @@ void Kart::updatePhysics (float dt)
engine_power *= m_power_reduction/stk_config->m_slowdown_factor;
// Lose some traction when skidding, so it is not abused by player
if(m_controls.m_drift)
engine_power *= 0.75f;
engine_power *= 0.5f;
m_vehicle->applyEngineForce(engine_power, 2);
m_vehicle->applyEngineForce(engine_power, 3);
// Either all or no brake is set, so test only one to avoid
@ -847,7 +847,7 @@ void Kart::updatePhysics (float dt)
// If not giving power (forward or reverse gear), and speed is low
// we are "parking" the kart, so in battle mode we can ambush people, eg
if(abs(m_speed) < 5.0f) {
for(int i=0; i<4; i++) m_vehicle->setBrake(100.0f, i);
for(int i=0; i<4; i++) m_vehicle->setBrake(20.0f, i);
}
#else
if(!RaceManager::getWorld()->isStartPhase())
@ -1005,7 +1005,6 @@ void Kart::loadData()
// Attach Particle System
m_smoke_system = new Smoke(this);
m_nitro = new Nitro(this);
//m_nitro->ref();
if(m_kart_properties->hasSkidmarks())
m_skidmarks = new SkidMarks(*this);