Exemplo n.º 1
0
/** Updates the bowling ball ineach frame. If this function returns true, the
 *  object will be removed by the projectile manager.
 *  \param dt Time step size.
 *  \returns True of this object should be removed.
 */
bool Bowling::updateAndDelete(float dt)
{
    bool can_be_deleted = Flyable::updateAndDelete(dt);
    if(can_be_deleted)
        return true;

    const AbstractKart *kart=0;
    Vec3        direction;
    float       minDistance;
    getClosestKart(&kart, &minDistance, &direction);
    if(kart && minDistance<m_st_max_distance_squared)   // move bowling towards kart
    {
        // limit angle, so that the bowling ball does not turn
        // around to hit a kart behind
        if(fabs(m_body->getLinearVelocity().angle(direction)) < 1.3)
        {
            direction*=1/direction.length()*m_st_force_to_target;
            m_body->applyCentralForce(direction);
        }
    }

    // Bowling balls lose energy (e.g. when hitting the track), so increase
    // the speed if the ball is too slow, but only if it's not too high (if
    // the ball is too high, it is 'pushed down', which can reduce the
    // speed, which causes the speed to increase, which in turn causes
    // the ball to fly higher and higher.
    //btTransform trans = getTrans();
    float hat         = getXYZ().getY()-getHoT();
    if(hat-0.5f*m_extend.getY()<0.01f)
    {
        const Material *material = getMaterial();
        if(!material || material->isDriveReset())
        {
            hit(NULL);
            return true;
        }
    }
    btVector3 v       = m_body->getLinearVelocity();
    float vlen        = v.length2();
    if (hat<= m_max_height)
    {
        if(vlen<0.8*m_speed*m_speed)
        {   // bowling lost energy (less than 80%), i.e. it's too slow - speed it up:
            if(vlen==0.0f) {
                v = btVector3(.5f, .0, 0.5f);  // avoid 0 div.
            }
 //           m_body->setLinearVelocity(v*(m_speed/sqrt(vlen)));
        }   // vlen < 0.8*m_speed*m_speed
    }   // hat< m_max_height

    if(vlen<0.1)
    {
        hit(NULL);
        return true;
    }

    if (m_roll_sfx->getStatus()==SFXBase::SFX_PLAYING)
        m_roll_sfx->setPosition(getXYZ());

    return false;
}   // updateAndDelete
Exemplo n.º 2
0
// -----------------------------------------------------------------------------
Plunger::Plunger(AbstractKart *kart)
       : Flyable(kart, PowerupManager::POWERUP_PLUNGER)
{
    const float gravity = 0.0f;

    float forward_offset = 0.5f*kart->getKartLength()+0.5f*m_extend.getZ();
    float up_velocity = 0.0f;
    float plunger_speed = 2 * m_speed;

    // if the kart is looking backwards, release from the back
    m_reverse_mode = kart->getControls().m_look_back;

    // find closest kart in front of the current one
    const AbstractKart *closest_kart=0;
    Vec3        direction;
    float       kart_dist_2;
    getClosestKart(&closest_kart, &kart_dist_2, &direction,
                   kart /* search in front of this kart */, m_reverse_mode);

    btTransform kart_transform = kart->getAlignedTransform();
    btMatrix3x3 kart_rotation = kart_transform.getBasis();

    float heading =kart->getHeading();
    float pitch  = kart->getTerrainPitch(heading);

    // aim at this kart if it's not too far
    if(closest_kart != NULL && kart_dist_2 < 30*30)
    {
        float fire_angle     = 0.0f;
        getLinearKartItemIntersection (kart->getXYZ(), closest_kart,
                                       plunger_speed, gravity, forward_offset,
                                       &fire_angle, &up_velocity);

        btTransform trans = kart->getTrans();

        trans.setRotation(btQuaternion(btVector3(0, 1, 0), fire_angle));

        m_initial_velocity = btVector3(0.0f, up_velocity, plunger_speed);

        createPhysics(forward_offset, m_initial_velocity,
                      new btCylinderShape(0.5f*m_extend),
                      0.5f /* restitution */ , gravity,
                      /* rotates */false , /*turn around*/false, &trans);
    }
    else
    {
        createPhysics(forward_offset, btVector3(pitch, 0.0f, plunger_speed),
                      new btCylinderShape(0.5f*m_extend),
                      0.5f /* restitution */, gravity,
                      false /* rotates */, m_reverse_mode, &kart_transform);
    }

    //adjust height according to terrain
    setAdjustUpVelocity(false);

    // pulling back makes no sense in battle mode, since this mode is not a race.
    // so in battle mode, always hide view
    if( m_reverse_mode || race_manager->isBattleMode() )
        m_rubber_band = NULL;
    else
    {
        m_rubber_band = new RubberBand(this, kart);
    }
    m_keep_alive = -1;
}   // Plunger
Exemplo n.º 3
0
Cake::Cake (AbstractKart *kart) : Flyable(kart, PowerupManager::POWERUP_CAKE)
{
    m_target = NULL;

    // A bit of a hack: the mass of this kinematic object is still 1.0
    // (see flyable), which enables collisions. I tried setting
    // collisionFilterGroup/mask, but still couldn't get this object to
    // collide with the track. By setting the mass to 1, collisions happen.
    // (if bullet is compiled with _DEBUG, a warning will be printed the first
    // time a homing-track collision happens).
    float forward_offset=kart->getKartLength()/2.0f + m_extend.getZ()/2.0f;

    float up_velocity = m_speed/7.0f;

    // give a speed proportional to kart speed. m_speed is defined in flyable
    m_speed *= kart->getSpeed() / 23.0f;

    //when going backwards, decrease speed of cake by less
    if (kart->getSpeed() < 0) m_speed /= 3.6f;

    m_speed += 16.0f;

    if (m_speed < 1.0f) m_speed = 1.0f;

    btTransform trans = kart->getTrans();

    float heading=kart->getHeading();
    float pitch = kart->getTerrainPitch(heading);

    // Find closest kart in front of the current one
    const bool  backwards = kart->getControls().m_look_back;
    const AbstractKart *closest_kart=NULL;
    Vec3        direction;
    float       kart_dist_squared;
    getClosestKart(&closest_kart, &kart_dist_squared, &direction,
                   kart /* search in front of this kart */, backwards);

    // aim at this kart if 1) it's not too far, 2) if the aimed kart's speed
    // allows the projectile to catch up with it
    //
    // this code finds the correct angle and upwards velocity to hit an opponents'
    // vehicle if they were to continue travelling in the same direction and same speed
    // (barring any obstacles in the way of course)
    if(closest_kart != NULL && kart_dist_squared < m_st_max_distance_squared &&
        m_speed>closest_kart->getSpeed())
    {
        m_target = (AbstractKart*)closest_kart;

        float fire_angle     = 0.0f;
        getLinearKartItemIntersection (kart->getXYZ(), closest_kart,
                                       m_speed, m_gravity, forward_offset,
                                       &fire_angle, &up_velocity);

        // apply transformation to the bullet object (without pitch)
        trans.setRotation(btQuaternion(btVector3(0,1,0), fire_angle));

        m_initial_velocity = Vec3(0.0f, up_velocity, m_speed);

        createPhysics(forward_offset, m_initial_velocity,
                      new btCylinderShape(0.5f*m_extend),
                      0.5f /* restitution */, -m_gravity,
                      true /* rotation */, false /* backwards */, &trans);
    }
    else
    {
        m_target = NULL;
        // kart is too far to be hit. so throw the projectile in a generic way,
        // straight ahead, without trying to hit anything in particular
        trans = kart->getAlignedTransform(pitch);

        m_initial_velocity = Vec3(0.0f, up_velocity, m_speed);

        createPhysics(forward_offset, m_initial_velocity,
                      new btCylinderShape(0.5f*m_extend),
                      0.5f /* restitution */, -m_gravity,
                      true /* rotation */, backwards, &trans);
    }


    //do not adjust height according to terrain
    setAdjustUpVelocity(false);

    m_body->setActivationState(DISABLE_DEACTIVATION);

    m_body->applyTorque( btVector3(5,-3,7) );

}   // Cake