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Fix in hg. Can someone test?
Original comment by scrawl...@gmail.com
on 4 Apr 2011 at 1:22
Working.
We could extend it with casting a ray in bullet so camera also doesn't go into
road in air or through pipes. But that's more tweaking.
Original comment by Cry...@gmail.com
on 6 Apr 2011 at 12:07
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If I get bored some time I will do the raycasting stuff.
Original comment by scrawl...@gmail.com
on 8 Apr 2011 at 11:47
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Below ground is done since ages, I'm changing issue summary.
Would be useful in loops, but it requires lots of tweaking and isn't that
important.
Original comment by Cry...@gmail.com
on 1 Nov 2011 at 10:33
Some new extensions are required since few tracks aren't drivable (with a
camera behind car), best seen on tracks:
S13-Hole, F12-HighPeaks, A3-Snake, X2-Swirl, F10-MntnTrail.
I'd rather leave A2-PipeCoil and S12-Infinity as they are, since camera outside
glass pipe doesn't disturb.
But in asphalt pipe like in A3-Snake, J5-Pipes, J6-80fun it's bad.
Few high terrain slopes are on
I5-Shore, G1-Long, F10-MntnTrail, X2-Swirl and all the time on F12-HighPeaks on
road.
So my idea is:
1. To cast a ray from car to camera pos (it can hit something before)
or maybe even make the camera a dynamic object with a spring joint in bullet
(too fancy probably).
2. Add some checking of terrain or road slope under car, eg. 4 raycasts to get
the normal then angle, that would bend the camera's pitch when eg. driving up
or down a road that not in let's say +-15 degrees slope.
But this needs to know somehow the yaw angle of road, so there is no effect
when driving on banked road. But I don't quite know how to do this. Or just use
car yaw angle for that. Also how will this (or should) behave in loops ?
Some smooth transition would be best, but instant for camera eg. in terrain.
Original comment by Cry...@gmail.com
on 23 Feb 2012 at 5:03
Still, isn't easy, lots of tweaking, not sure if it will work, and I also think
that for those tracks it's just best to drive with bonnet camera (car hood).
Original comment by Cry...@gmail.com
on 23 Feb 2012 at 5:07
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Done 2. Camera tilt is implemented, but needs some more tweaking.
Still todo. 1.
Original comment by Cry...@gmail.com
on 14 Apr 2012 at 12:50
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2. was fixed.
I made 1. now, works, just need some tweaking to ignore glass pipe.
Original comment by Cry...@gmail.com
on 19 Mar 2013 at 8:29
Works now only for terrain.
Seems not working well with aboveTerrain check so its disabled.
Would work well for all but, need to deal with pipe glass, and disable in
loops, goes crazy inside.
Original comment by Cry...@gmail.com
on 19 Mar 2013 at 10:37
-- Need to:
Fix jumps when changing cameras or pressing F4 or F12 (tilt and dist ray -
smooth lag).
Fix over terrain check, either add it back, or make dist ray work with normal
or camera near, sometimes camera cuts through terrain.
New:
3. Camera move after car hit. With some spring/smooth and using hit info
(force, normal).
Original comment by Cry...@gmail.com
on 3 Apr 2013 at 6:21
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Fixes done.
Original comment by Cry...@gmail.com
on 24 Apr 2013 at 8:40
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New stuff in issue 264.
Original comment by Cry...@gmail.com
on 8 Sep 2013 at 7:57
Original issue reported on code.google.com by
scrawl...@gmail.com
on 4 Apr 2011 at 12:53