171 lines
4.7 KiB
C
171 lines
4.7 KiB
C
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/*************************************************************************/
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/* car_body.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef CAR_BODY_H
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#define CAR_BODY_H
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#include "scene/3d/physics_body.h"
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class CarBody;
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class CarWheel : public Spatial {
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OBJ_TYPE(CarWheel,Spatial);
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friend class CarBody;
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real_t side_friction;
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real_t forward_friction;
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real_t travel;
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real_t radius;
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real_t resting_frac;
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real_t damping_frac;
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int num_rays;
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Transform local_xform;
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CarBody *body;
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float angVel;
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float steerAngle;
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float torque;
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float driveTorque;
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float axisAngle;
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float upSpeed; // speed relative to the car
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bool locked;
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// last frame stuff
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float lastDisplacement;
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float angVelForGrip;
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bool lastOnFloor;
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bool type_drive;
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bool type_steer;
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protected:
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void update(real_t dt);
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bool add_forces(PhysicsDirectBodyState *s);
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_side_friction(real_t p_friction);
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void set_forward_friction(real_t p_friction);
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void set_travel(real_t p_travel);
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void set_radius(real_t p_radius);
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void set_resting_frac(real_t p_frac);
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void set_damping_frac(real_t p_frac);
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void set_num_rays(real_t p_rays);
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real_t get_side_friction() const;
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real_t get_forward_friction() const;
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real_t get_travel() const;
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real_t get_radius() const;
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real_t get_resting_frac() const;
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real_t get_damping_frac() const;
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int get_num_rays() const;
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void set_type_drive(bool p_enable);
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bool is_type_drive() const;
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void set_type_steer(bool p_enable);
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bool is_type_steer() const;
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CarWheel();
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};
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class CarBody : public PhysicsBody {
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OBJ_TYPE(CarBody,PhysicsBody);
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real_t mass;
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real_t friction;
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Vector3 linear_velocity;
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Vector3 angular_velocity;
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bool ccd;
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real_t max_steer_angle;
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real_t steer_rate;
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int wheel_num_rays;
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real_t drive_torque;
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// control stuff
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real_t target_steering;
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real_t target_accelerate;
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bool forward_drive;
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bool backward_drive;
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real_t steering;
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real_t accelerate;
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real_t hand_brake;
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Set<RID> exclude;
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friend class CarWheel;
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Vector<CarWheel*> wheels;
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static void _bind_methods();
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void _direct_state_changed(Object *p_state);
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public:
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void set_mass(real_t p_mass);
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real_t get_mass() const;
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void set_friction(real_t p_friction);
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real_t get_friction() const;
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void set_max_steer_angle(real_t p_angle);
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void set_steer_rate(real_t p_rate);
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void set_drive_torque(real_t p_torque);
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real_t get_max_steer_angle() const;
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real_t get_steer_rate() const;
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real_t get_drive_torque() const;
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void set_target_steering(float p_steering);
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void set_target_accelerate(float p_accelerate);
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void set_hand_brake(float p_amont);
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real_t get_target_steering() const;
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real_t get_target_accelerate() const;
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real_t get_hand_brake() const;
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CarBody();
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};
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#endif // CAR_BODY_H
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