Merge pull request #14907 from scayze/rigid_vehicle
Added RigidBody functionality to VehicleBody
This commit is contained in:
commit
c791c1d48e
3 changed files with 22 additions and 77 deletions
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@ -115,7 +115,7 @@ public:
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MODE_KINEMATIC,
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};
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private:
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protected:
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bool can_sleep;
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PhysicsDirectBodyState *state;
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Mode mode;
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@ -178,9 +178,8 @@ private:
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void _body_exit_tree(ObjectID p_id);
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void _body_inout(int p_status, ObjectID p_instance, int p_body_shape, int p_local_shape);
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void _direct_state_changed(Object *p_state);
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virtual void _direct_state_changed(Object *p_state);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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@ -375,7 +375,7 @@ void VehicleBody::_update_wheel(int p_idx, PhysicsDirectBodyState *s) {
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Basis steeringMat(up, steering);
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Basis rotatingMat(right, -wheel.m_rotation);
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Basis rotatingMat(right, wheel.m_rotation);
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/*
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if (p_idx==1)
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@ -816,26 +816,24 @@ void VehicleBody::_update_friction(PhysicsDirectBodyState *s) {
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void VehicleBody::_direct_state_changed(Object *p_state) {
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PhysicsDirectBodyState *s = Object::cast_to<PhysicsDirectBodyState>(p_state);
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RigidBody::_direct_state_changed(p_state);
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set_ignore_transform_notification(true);
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set_global_transform(s->get_transform());
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set_ignore_transform_notification(false);
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state = Object::cast_to<PhysicsDirectBodyState>(p_state);
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float step = s->get_step();
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float step = state->get_step();
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for (int i = 0; i < wheels.size(); i++) {
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_update_wheel(i, s);
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_update_wheel(i, state);
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}
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for (int i = 0; i < wheels.size(); i++) {
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_ray_cast(i, s);
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wheels[i]->set_transform(s->get_transform().inverse() * wheels[i]->m_worldTransform);
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_ray_cast(i, state);
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wheels[i]->set_transform(state->get_transform().inverse() * wheels[i]->m_worldTransform);
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}
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_update_suspension(s);
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_update_suspension(state);
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for (int i = 0; i < wheels.size(); i++) {
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@ -848,21 +846,21 @@ void VehicleBody::_direct_state_changed(Object *p_state) {
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suspensionForce = wheel.m_maxSuspensionForce;
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}
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Vector3 impulse = wheel.m_raycastInfo.m_contactNormalWS * suspensionForce * step;
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Vector3 relpos = wheel.m_raycastInfo.m_contactPointWS - s->get_transform().origin;
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Vector3 relpos = wheel.m_raycastInfo.m_contactPointWS - state->get_transform().origin;
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s->apply_impulse(relpos, impulse);
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state->apply_impulse(relpos, impulse);
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//getRigidBody()->applyImpulse(impulse, relpos);
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}
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_update_friction(s);
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_update_friction(state);
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for (int i = 0; i < wheels.size(); i++) {
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VehicleWheel &wheel = *wheels[i];
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Vector3 relpos = wheel.m_raycastInfo.m_hardPointWS - s->get_transform().origin;
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Vector3 vel = s->get_linear_velocity() + (s->get_angular_velocity()).cross(relpos); // * mPos);
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Vector3 relpos = wheel.m_raycastInfo.m_hardPointWS - state->get_transform().origin;
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Vector3 vel = state->get_linear_velocity() + (state->get_angular_velocity()).cross(relpos); // * mPos);
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if (wheel.m_raycastInfo.m_isInContact) {
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const Transform &chassisWorldTransform = s->get_transform();
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const Transform &chassisWorldTransform = state->get_transform();
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Vector3 fwd(
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chassisWorldTransform.basis[0][Vector3::AXIS_Z],
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@ -883,29 +881,8 @@ void VehicleBody::_direct_state_changed(Object *p_state) {
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wheel.m_deltaRotation *= real_t(0.99); //damping of rotation when not in contact
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}
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linear_velocity = s->get_linear_velocity();
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}
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void VehicleBody::set_mass(real_t p_mass) {
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mass = p_mass;
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PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_MASS, mass);
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}
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real_t VehicleBody::get_mass() const {
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return mass;
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}
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void VehicleBody::set_friction(real_t p_friction) {
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friction = p_friction;
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PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_FRICTION, friction);
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}
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real_t VehicleBody::get_friction() const {
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return friction;
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state = NULL;
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}
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void VehicleBody::set_engine_force(float p_engine_force) {
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@ -936,18 +913,8 @@ float VehicleBody::get_steering() const {
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return m_steeringValue;
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}
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Vector3 VehicleBody::get_linear_velocity() const {
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return linear_velocity;
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}
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void VehicleBody::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_mass", "mass"), &VehicleBody::set_mass);
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ClassDB::bind_method(D_METHOD("get_mass"), &VehicleBody::get_mass);
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ClassDB::bind_method(D_METHOD("set_friction", "friction"), &VehicleBody::set_friction);
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ClassDB::bind_method(D_METHOD("get_friction"), &VehicleBody::get_friction);
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ClassDB::bind_method(D_METHOD("set_engine_force", "engine_force"), &VehicleBody::set_engine_force);
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ClassDB::bind_method(D_METHOD("get_engine_force"), &VehicleBody::get_engine_force);
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@ -957,21 +924,14 @@ void VehicleBody::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_steering", "steering"), &VehicleBody::set_steering);
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ClassDB::bind_method(D_METHOD("get_steering"), &VehicleBody::get_steering);
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ClassDB::bind_method(D_METHOD("get_linear_velocity"), &VehicleBody::get_linear_velocity);
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ClassDB::bind_method(D_METHOD("_direct_state_changed"), &VehicleBody::_direct_state_changed);
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ADD_GROUP("Motion", "");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "engine_force", PROPERTY_HINT_RANGE, "0.00,1024.0,0.01"), "set_engine_force", "get_engine_force");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "brake", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"), "set_brake", "get_brake");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "steering", PROPERTY_HINT_RANGE, "-180,180.0,0.01"), "set_steering", "get_steering");
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ADD_GROUP("Mass", "");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "mass", PROPERTY_HINT_RANGE, "0.01,65536,0.01"), "set_mass", "get_mass");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "friction", PROPERTY_HINT_RANGE, "0.01,1,0.01"), "set_friction", "get_friction");
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}
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VehicleBody::VehicleBody() :
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PhysicsBody(PhysicsServer::BODY_MODE_RIGID) {
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RigidBody() {
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m_pitchControl = 0;
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m_currentVehicleSpeedKmHour = real_t(0.);
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@ -982,10 +942,11 @@ VehicleBody::VehicleBody() :
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friction = 1;
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state = NULL;
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ccd = false;
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exclude.insert(get_rid());
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PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");
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//PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");
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set_mass(40);
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}
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@ -139,20 +139,13 @@ public:
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VehicleWheel();
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};
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class VehicleBody : public PhysicsBody {
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class VehicleBody : public RigidBody {
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GDCLASS(VehicleBody, PhysicsBody);
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real_t mass;
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real_t friction;
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GDCLASS(VehicleBody, RigidBody);
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float engine_force;
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float brake;
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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 m_pitchControl;
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real_t m_steeringValue;
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real_t m_currentVehicleSpeedKmHour;
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@ -192,12 +185,6 @@ class VehicleBody : public PhysicsBody {
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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_engine_force(float p_engine_force);
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float get_engine_force() const;
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@ -207,8 +194,6 @@ public:
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void set_steering(float p_steering);
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float get_steering() const;
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Vector3 get_linear_velocity() const;
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VehicleBody();
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};
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