/*************************************************************************/ /* vehicle_body.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "vehicle_body.h" #define ROLLING_INFLUENCE_FIX class btVehicleJacobianEntry { public: Vector3 m_linearJointAxis; Vector3 m_aJ; Vector3 m_bJ; Vector3 m_0MinvJt; Vector3 m_1MinvJt; //Optimization: can be stored in the w/last component of one of the vectors real_t m_Adiag; real_t getDiagonal() const { return m_Adiag; } btVehicleJacobianEntry() {}; //constraint between two different rigidbodies btVehicleJacobianEntry( const Basis& world2A, const Basis& world2B, const Vector3& rel_pos1, const Vector3& rel_pos2, const Vector3& jointAxis, const Vector3& inertiaInvA, const real_t massInvA, const Vector3& inertiaInvB, const real_t massInvB) :m_linearJointAxis(jointAxis) { m_aJ = world2A.xform(rel_pos1.cross(m_linearJointAxis)); m_bJ = world2B.xform(rel_pos2.cross(-m_linearJointAxis)); m_0MinvJt = inertiaInvA * m_aJ; m_1MinvJt = inertiaInvB * m_bJ; m_Adiag = massInvA + m_0MinvJt.dot(m_aJ) + massInvB + m_1MinvJt.dot(m_bJ); //btAssert(m_Adiag > real_t(0.0)); } real_t getRelativeVelocity(const Vector3& linvelA,const Vector3& angvelA,const Vector3& linvelB,const Vector3& angvelB) { Vector3 linrel = linvelA - linvelB; Vector3 angvela = angvelA * m_aJ; Vector3 angvelb = angvelB * m_bJ; linrel *= m_linearJointAxis; angvela += angvelb; angvela += linrel; real_t rel_vel2 = angvela[0]+angvela[1]+angvela[2]; return rel_vel2 + CMP_EPSILON; } }; void VehicleWheel::_notification(int p_what) { if (p_what==NOTIFICATION_ENTER_TREE) { if (!get_parent()) return; VehicleBody *cb = get_parent()->cast_to(); if (!cb) return; body=cb; local_xform=get_transform(); cb->wheels.push_back(this); m_chassisConnectionPointCS = get_transform().origin; m_wheelDirectionCS = -get_transform().basis.get_axis(Vector3::AXIS_Y).normalized(); m_wheelAxleCS = get_transform().basis.get_axis(Vector3::AXIS_X).normalized(); } if (p_what==NOTIFICATION_EXIT_TREE) { if (!get_parent()) return; VehicleBody *cb = get_parent()->cast_to(); if (!cb) return; cb->wheels.erase(this); body=NULL; } } void VehicleWheel::_update(PhysicsDirectBodyState *s) { if (m_raycastInfo.m_isInContact) { real_t project= m_raycastInfo.m_contactNormalWS.dot( m_raycastInfo.m_wheelDirectionWS ); Vector3 chassis_velocity_at_contactPoint; Vector3 relpos = m_raycastInfo.m_contactPointWS - s->get_transform().origin; chassis_velocity_at_contactPoint = s->get_linear_velocity() + (s->get_angular_velocity()).cross(relpos);// * mPos); real_t projVel = m_raycastInfo.m_contactNormalWS.dot( chassis_velocity_at_contactPoint ); if ( project >= real_t(-0.1)) { m_suspensionRelativeVelocity = real_t(0.0); m_clippedInvContactDotSuspension = real_t(1.0) / real_t(0.1); } else { real_t inv = real_t(-1.) / project; m_suspensionRelativeVelocity = projVel * inv; m_clippedInvContactDotSuspension = inv; } } else // Not in contact : position wheel in a nice (rest length) position { m_raycastInfo.m_suspensionLength = m_suspensionRestLength; m_suspensionRelativeVelocity = real_t(0.0); m_raycastInfo.m_contactNormalWS = -m_raycastInfo.m_wheelDirectionWS; m_clippedInvContactDotSuspension = real_t(1.0); } } void VehicleWheel::set_radius(float p_radius) { m_wheelRadius=p_radius; update_gizmo(); } float VehicleWheel::get_radius() const{ return m_wheelRadius; } void VehicleWheel::set_suspension_rest_length(float p_length){ m_suspensionRestLength=p_length; update_gizmo(); } float VehicleWheel::get_suspension_rest_length() const{ return m_suspensionRestLength; } void VehicleWheel::set_suspension_travel(float p_length){ m_maxSuspensionTravelCm=p_length/0.01; } float VehicleWheel::get_suspension_travel() const{ return m_maxSuspensionTravelCm*0.01; } void VehicleWheel::set_suspension_stiffness(float p_value){ m_suspensionStiffness=p_value; } float VehicleWheel::get_suspension_stiffness() const{ return m_suspensionStiffness; } void VehicleWheel::set_suspension_max_force(float p_value){ m_maxSuspensionForce=p_value; } float VehicleWheel::get_suspension_max_force() const{ return m_maxSuspensionForce; } void VehicleWheel::set_damping_compression(float p_value){ m_wheelsDampingCompression=p_value; } float VehicleWheel::get_damping_compression() const{ return m_wheelsDampingCompression; } void VehicleWheel::set_damping_relaxation(float p_value){ m_wheelsDampingRelaxation=p_value; } float VehicleWheel::get_damping_relaxation() const{ return m_wheelsDampingRelaxation; } void VehicleWheel::set_friction_slip(float p_value) { m_frictionSlip=p_value; } float VehicleWheel::get_friction_slip() const{ return m_frictionSlip; } void VehicleWheel::_bind_methods() { ClassDB::bind_method(D_METHOD("set_radius","length"),&VehicleWheel::set_radius); ClassDB::bind_method(D_METHOD("get_radius"),&VehicleWheel::get_radius); ClassDB::bind_method(D_METHOD("set_suspension_rest_length","length"),&VehicleWheel::set_suspension_rest_length); ClassDB::bind_method(D_METHOD("get_suspension_rest_length"),&VehicleWheel::get_suspension_rest_length); ClassDB::bind_method(D_METHOD("set_suspension_travel","length"),&VehicleWheel::set_suspension_travel); ClassDB::bind_method(D_METHOD("get_suspension_travel"),&VehicleWheel::get_suspension_travel); ClassDB::bind_method(D_METHOD("set_suspension_stiffness","length"),&VehicleWheel::set_suspension_stiffness); ClassDB::bind_method(D_METHOD("get_suspension_stiffness"),&VehicleWheel::get_suspension_stiffness); ClassDB::bind_method(D_METHOD("set_suspension_max_force","length"),&VehicleWheel::set_suspension_max_force); ClassDB::bind_method(D_METHOD("get_suspension_max_force"),&VehicleWheel::get_suspension_max_force); ClassDB::bind_method(D_METHOD("set_damping_compression","length"),&VehicleWheel::set_damping_compression); ClassDB::bind_method(D_METHOD("get_damping_compression"),&VehicleWheel::get_damping_compression); ClassDB::bind_method(D_METHOD("set_damping_relaxation","length"),&VehicleWheel::set_damping_relaxation); ClassDB::bind_method(D_METHOD("get_damping_relaxation"),&VehicleWheel::get_damping_relaxation); ClassDB::bind_method(D_METHOD("set_use_as_traction","enable"),&VehicleWheel::set_use_as_traction); ClassDB::bind_method(D_METHOD("is_used_as_traction"),&VehicleWheel::is_used_as_traction); ClassDB::bind_method(D_METHOD("set_use_as_steering","enable"),&VehicleWheel::set_use_as_steering); ClassDB::bind_method(D_METHOD("is_used_as_steering"),&VehicleWheel::is_used_as_steering); ClassDB::bind_method(D_METHOD("set_friction_slip","length"),&VehicleWheel::set_friction_slip); ClassDB::bind_method(D_METHOD("get_friction_slip"),&VehicleWheel::get_friction_slip); ADD_PROPERTY(PropertyInfo(Variant::BOOL,"use_as_traction"),"set_use_as_traction","is_used_as_traction"); ADD_PROPERTY(PropertyInfo(Variant::BOOL,"use_as_steering"),"set_use_as_steering","is_used_as_steering"); ADD_GROUP("Wheel","wheel_"); ADD_PROPERTY(PropertyInfo(Variant::REAL,"wheel_radius"),"set_radius","get_radius"); ADD_PROPERTY(PropertyInfo(Variant::REAL,"wheel_rest_length"),"set_suspension_rest_length","get_suspension_rest_length"); ADD_PROPERTY(PropertyInfo(Variant::REAL,"wheel_friction_slip"),"set_friction_slip","get_friction_slip"); ADD_GROUP("Suspension","suspension_"); ADD_PROPERTY(PropertyInfo(Variant::REAL,"suspension_travel"),"set_suspension_travel","get_suspension_travel"); ADD_PROPERTY(PropertyInfo(Variant::REAL,"suspension_stiffness"),"set_suspension_stiffness","get_suspension_stiffness"); ADD_PROPERTY(PropertyInfo(Variant::REAL,"suspension_max_force"),"set_suspension_max_force","get_suspension_max_force"); ADD_GROUP("Damping","damping_"); ADD_PROPERTY(PropertyInfo(Variant::REAL,"damping_compression"),"set_damping_compression","get_damping_compression"); ADD_PROPERTY(PropertyInfo(Variant::REAL,"damping_relaxation"),"set_damping_relaxation","get_damping_relaxation"); } void VehicleWheel::set_use_as_traction(bool p_enable) { engine_traction=p_enable; } bool VehicleWheel::is_used_as_traction() const{ return engine_traction; } void VehicleWheel::set_use_as_steering(bool p_enabled){ steers=p_enabled; } bool VehicleWheel::is_used_as_steering() const{ return steers; } VehicleWheel::VehicleWheel() { steers=false; engine_traction=false; m_steering = real_t(0.); //m_engineForce = real_t(0.); m_rotation = real_t(0.); m_deltaRotation = real_t(0.); m_brake = real_t(0.); m_rollInfluence = real_t(0.1); m_suspensionRestLength = 0.15; m_wheelRadius = 0.5;//0.28; m_suspensionStiffness = 5.88; m_wheelsDampingCompression = 0.83; m_wheelsDampingRelaxation = 0.88; m_frictionSlip = 10.5; m_bIsFrontWheel = false; m_maxSuspensionTravelCm = 500; m_maxSuspensionForce = 6000; m_suspensionRelativeVelocity=0; m_clippedInvContactDotSuspension=1.0; m_raycastInfo.m_isInContact=false; body=NULL; } void VehicleBody::_update_wheel_transform(VehicleWheel& wheel ,PhysicsDirectBodyState *s) { wheel.m_raycastInfo.m_isInContact = false; Transform chassisTrans = s->get_transform(); /* if (interpolatedTransform && (getRigidBody()->getMotionState())) { getRigidBody()->getMotionState()->getWorldTransform(chassisTrans); } */ wheel.m_raycastInfo.m_hardPointWS = chassisTrans.xform( wheel.m_chassisConnectionPointCS ); //wheel.m_raycastInfo.m_hardPointWS+=s->get_linear_velocity()*s->get_step(); wheel.m_raycastInfo.m_wheelDirectionWS = chassisTrans.get_basis().xform( wheel.m_wheelDirectionCS).normalized(); wheel.m_raycastInfo.m_wheelAxleWS = chassisTrans.get_basis().xform( wheel.m_wheelAxleCS ).normalized(); } void VehicleBody::_update_wheel(int p_idx,PhysicsDirectBodyState *s) { VehicleWheel& wheel = *wheels[p_idx]; _update_wheel_transform(wheel,s); Vector3 up = -wheel.m_raycastInfo.m_wheelDirectionWS; const Vector3& right = wheel.m_raycastInfo.m_wheelAxleWS; Vector3 fwd = up.cross(right); fwd = fwd.normalized(); //up = right.cross(fwd); //up.normalize(); //rotate around steering over de wheelAxleWS real_t steering = wheel.steers?m_steeringValue:0.0; //print_line(itos(p_idx)+": "+rtos(steering)); Basis steeringMat(up,steering); Basis rotatingMat(right,-wheel.m_rotation); /* if (p_idx==1) print_line("steeringMat " +steeringMat); */ Basis basis2( right[0],up[0],fwd[0], right[1],up[1],fwd[1], right[2],up[2],fwd[2] ); wheel.m_worldTransform.set_basis(steeringMat * rotatingMat * basis2); //wheel.m_worldTransform.set_basis(basis2 * (steeringMat * rotatingMat)); wheel.m_worldTransform.set_origin( wheel.m_raycastInfo.m_hardPointWS + wheel.m_raycastInfo.m_wheelDirectionWS * wheel.m_raycastInfo.m_suspensionLength ); } real_t VehicleBody::_ray_cast(int p_idx,PhysicsDirectBodyState *s) { VehicleWheel& wheel = *wheels[p_idx]; _update_wheel_transform(wheel,s); real_t depth = -1; real_t raylen = wheel.m_suspensionRestLength+wheel.m_wheelRadius; Vector3 rayvector = wheel.m_raycastInfo.m_wheelDirectionWS * (raylen); Vector3 source = wheel.m_raycastInfo.m_hardPointWS; wheel.m_raycastInfo.m_contactPointWS = source + rayvector; const Vector3& target = wheel.m_raycastInfo.m_contactPointWS; source-=wheel.m_wheelRadius * wheel.m_raycastInfo.m_wheelDirectionWS; real_t param = real_t(0.); PhysicsDirectSpaceState::RayResult rr; PhysicsDirectSpaceState *ss=s->get_space_state(); bool col = ss->intersect_ray(source,target,rr,exclude); wheel.m_raycastInfo.m_groundObject = 0; if (col) { //print_line("WHEEL "+itos(p_idx)+" FROM "+source+" TO: "+target); //print_line("WHEEL "+itos(p_idx)+" COLLIDE? "+itos(col)); param = source.distance_to(rr.position)/source.distance_to(target); depth = raylen * param; wheel.m_raycastInfo.m_contactNormalWS = rr.normal; wheel.m_raycastInfo.m_isInContact = true; if (rr.collider) wheel.m_raycastInfo.m_groundObject=rr.collider->cast_to(); real_t hitDistance = param*raylen; wheel.m_raycastInfo.m_suspensionLength = hitDistance - wheel.m_wheelRadius; //clamp on max suspension travel real_t minSuspensionLength = wheel.m_suspensionRestLength - wheel.m_maxSuspensionTravelCm*real_t(0.01); real_t maxSuspensionLength = wheel.m_suspensionRestLength+ wheel.m_maxSuspensionTravelCm*real_t(0.01); if (wheel.m_raycastInfo.m_suspensionLength < minSuspensionLength) { wheel.m_raycastInfo.m_suspensionLength = minSuspensionLength; } if (wheel.m_raycastInfo.m_suspensionLength > maxSuspensionLength) { wheel.m_raycastInfo.m_suspensionLength = maxSuspensionLength; } wheel.m_raycastInfo.m_contactPointWS = rr.position; real_t denominator= wheel.m_raycastInfo.m_contactNormalWS.dot( wheel.m_raycastInfo.m_wheelDirectionWS ); Vector3 chassis_velocity_at_contactPoint; //Vector3 relpos = wheel.m_raycastInfo.m_contactPointWS-getRigidBody()->getCenterOfMassPosition(); //chassis_velocity_at_contactPoint = getRigidBody()->getVelocityInLocalPoint(relpos); chassis_velocity_at_contactPoint = s->get_linear_velocity() + (s->get_angular_velocity()).cross(wheel.m_raycastInfo.m_contactPointWS-s->get_transform().origin);// * mPos); real_t projVel = wheel.m_raycastInfo.m_contactNormalWS.dot( chassis_velocity_at_contactPoint ); if ( denominator >= real_t(-0.1)) { wheel.m_suspensionRelativeVelocity = real_t(0.0); wheel.m_clippedInvContactDotSuspension = real_t(1.0) / real_t(0.1); } else { real_t inv = real_t(-1.) / denominator; wheel.m_suspensionRelativeVelocity = projVel * inv; wheel.m_clippedInvContactDotSuspension = inv; } } else { wheel.m_raycastInfo.m_isInContact = false; //put wheel info as in rest position wheel.m_raycastInfo.m_suspensionLength = wheel.m_suspensionRestLength; wheel.m_suspensionRelativeVelocity = real_t(0.0); wheel.m_raycastInfo.m_contactNormalWS = - wheel.m_raycastInfo.m_wheelDirectionWS; wheel.m_clippedInvContactDotSuspension = real_t(1.0); } return depth; } void VehicleBody::_update_suspension(PhysicsDirectBodyState *s) { real_t chassisMass = mass; for (int w_it=0; w_it real_t(1.1)) { impulse = real_t(0.); return; } Vector3 rel_pos1 = pos1 - s->get_transform().origin; Vector3 rel_pos2; if (body2) rel_pos2 = pos2 - body2->get_global_transform().origin; //this jacobian entry could be re-used for all iterations Vector3 vel1 = s->get_linear_velocity() + (s->get_angular_velocity()).cross(rel_pos1);// * mPos); Vector3 vel2; if (body2) vel2=body2->get_linear_velocity() + body2->get_angular_velocity().cross(rel_pos2); Vector3 vel = vel1 - vel2; Basis b2trans; float b2invmass=0; Vector3 b2lv; Vector3 b2av; Vector3 b2invinertia; //todo if (body2) { b2trans = body2->get_global_transform().basis.transposed(); b2invmass = body2->get_inverse_mass(); b2lv = body2->get_linear_velocity(); b2av = body2->get_angular_velocity(); } btVehicleJacobianEntry jac(s->get_transform().basis.transposed(), b2trans, rel_pos1, rel_pos2, normal, s->get_inverse_inertia_tensor().get_main_diagonal(), 1.0/mass, b2invinertia, b2invmass); real_t rel_vel = jac.getRelativeVelocity( s->get_linear_velocity(), s->get_transform().basis.transposed().xform(s->get_angular_velocity()), b2lv, b2trans.xform(b2av)); rel_vel = normal.dot(vel); //TODO: move this into proper structure real_t contactDamping = real_t(0.4); #define ONLY_USE_LINEAR_MASS #ifdef ONLY_USE_LINEAR_MASS real_t massTerm = real_t(1.) / ((1.0/mass) + b2invmass); impulse = - contactDamping * rel_vel * massTerm; #else real_t velocityImpulse = -contactDamping * rel_vel * jacDiagABInv; impulse = velocityImpulse; #endif } VehicleBody::btVehicleWheelContactPoint::btVehicleWheelContactPoint(PhysicsDirectBodyState *s,PhysicsBody* body1,const Vector3& frictionPosWorld,const Vector3& frictionDirectionWorld, real_t maxImpulse) :m_s(s), m_body1(body1), m_frictionPositionWorld(frictionPosWorld), m_frictionDirectionWorld(frictionDirectionWorld), m_maxImpulse(maxImpulse) { float denom0=0; float denom1=0; { Vector3 r0 = frictionPosWorld - s->get_transform().origin; Vector3 c0 = (r0).cross(frictionDirectionWorld); Vector3 vec = s->get_inverse_inertia_tensor().xform_inv(c0).cross(r0); denom0= s->get_inverse_mass() + frictionDirectionWorld.dot(vec); } /* TODO: Why is this code unused? if (body1) { Vector3 r0 = frictionPosWorld - body1->get_global_transform().origin; Vector3 c0 = (r0).cross(frictionDirectionWorld); Vector3 vec = s->get_inverse_inertia_tensor().xform_inv(c0).cross(r0); //denom1= body1->get_inverse_mass() + frictionDirectionWorld.dot(vec); } */ real_t relaxation = 1.f; m_jacDiagABInv = relaxation/(denom0+denom1); } real_t VehicleBody::_calc_rolling_friction(btVehicleWheelContactPoint& contactPoint) { real_t j1=0.f; const Vector3& contactPosWorld = contactPoint.m_frictionPositionWorld; Vector3 rel_pos1 = contactPosWorld - contactPoint.m_s->get_transform().origin; Vector3 rel_pos2; if (contactPoint.m_body1) rel_pos2 = contactPosWorld - contactPoint.m_body1->get_global_transform().origin; real_t maxImpulse = contactPoint.m_maxImpulse; Vector3 vel1 = contactPoint.m_s->get_linear_velocity() + (contactPoint.m_s->get_angular_velocity()).cross(rel_pos1);// * mPos); Vector3 vel2; if (contactPoint.m_body1) { vel2=contactPoint.m_body1->get_linear_velocity() + contactPoint.m_body1->get_angular_velocity().cross(rel_pos2); } Vector3 vel = vel1 - vel2; real_t vrel = contactPoint.m_frictionDirectionWorld.dot(vel); // calculate j that moves us to zero relative velocity j1 = -vrel * contactPoint.m_jacDiagABInv; return CLAMP(j1,-maxImpulse,maxImpulse); } static const real_t sideFrictionStiffness2 = real_t(1.0); void VehicleBody::_update_friction(PhysicsDirectBodyState *s) { //calculate the impulse, so that the wheels don't move sidewards int numWheel = wheels.size(); if (!numWheel) return; m_forwardWS.resize(numWheel); m_axle.resize(numWheel); m_forwardImpulse.resize(numWheel); m_sideImpulse.resize(numWheel); int numWheelsOnGround = 0; //collapse all those loops into one! for (int i=0;iget_step(); } else { real_t defaultRollingFrictionImpulse = 0.f; float cbrake = MAX(wheelInfo.m_brake,brake); real_t maxImpulse = cbrake ? cbrake : defaultRollingFrictionImpulse; btVehicleWheelContactPoint contactPt(s,wheelInfo.m_raycastInfo.m_groundObject,wheelInfo.m_raycastInfo.m_contactPointWS,m_forwardWS[wheel],maxImpulse); rollingFriction = _calc_rolling_friction(contactPt); } } //switch between active rolling (throttle), braking and non-active rolling friction (no throttle/break) m_forwardImpulse[wheel] = real_t(0.); wheelInfo.m_skidInfo= real_t(1.); if (wheelInfo.m_raycastInfo.m_isInContact) { wheelInfo.m_skidInfo= real_t(1.); real_t maximp = wheelInfo.m_wheelsSuspensionForce * s->get_step() * wheelInfo.m_frictionSlip; real_t maximpSide = maximp; real_t maximpSquared = maximp * maximpSide; m_forwardImpulse[wheel] = rollingFriction;//wheelInfo.m_engineForce* timeStep; real_t x = (m_forwardImpulse[wheel] ) * fwdFactor; real_t y = (m_sideImpulse[wheel] ) * sideFactor; real_t impulseSquared = (x*x + y*y); if (impulseSquared > maximpSquared) { sliding = true; real_t factor = maximp / Math::sqrt(impulseSquared); wheelInfo.m_skidInfo *= factor; } } } } if (sliding) { for (int wheel = 0;wheel < wheels.size(); wheel++) { if (m_sideImpulse[wheel] != real_t(0.)) { if (wheels[wheel]->m_skidInfo< real_t(1.)) { m_forwardImpulse[wheel] *= wheels[wheel]->m_skidInfo; m_sideImpulse[wheel] *= wheels[wheel]->m_skidInfo; } } } } // apply the impulses { for (int wheel = 0;wheelget_transform().origin; if (m_forwardImpulse[wheel] != real_t(0.)) { s->apply_impulse(rel_pos,m_forwardWS[wheel]*(m_forwardImpulse[wheel])); } if (m_sideImpulse[wheel] != real_t(0.)) { PhysicsBody* groundObject = wheelInfo.m_raycastInfo.m_groundObject; Vector3 rel_pos2; if (groundObject) { rel_pos2=wheelInfo.m_raycastInfo.m_contactPointWS - groundObject->get_global_transform().origin; } Vector3 sideImp = m_axle[wheel] * m_sideImpulse[wheel]; #if defined ROLLING_INFLUENCE_FIX // fix. It only worked if car's up was along Y - VT. Vector3 vChassisWorldUp = s->get_transform().basis.transposed()[1];//getRigidBody()->getCenterOfMassTransform().getBasis().getColumn(m_indexUpAxis); rel_pos -= vChassisWorldUp * (vChassisWorldUp.dot(rel_pos) * (1.f-wheelInfo.m_rollInfluence)); #else rel_pos[1] *= wheelInfo.m_rollInfluence; //? #endif s->apply_impulse(rel_pos,sideImp); //apply friction impulse on the ground //todo //groundObject->applyImpulse(-sideImp,rel_pos2); } } } } void VehicleBody::_direct_state_changed(Object *p_state) { PhysicsDirectBodyState *s = p_state->cast_to(); set_ignore_transform_notification(true); set_global_transform(s->get_transform()); set_ignore_transform_notification(false); float step = s->get_step(); for(int i=0;iset_transform(s->get_transform().inverse() * wheels[i]->m_worldTransform); } _update_suspension(s); for(int i=0;i wheel.m_maxSuspensionForce) { suspensionForce = wheel.m_maxSuspensionForce; } Vector3 impulse = wheel.m_raycastInfo.m_contactNormalWS * suspensionForce * step; Vector3 relpos = wheel.m_raycastInfo.m_contactPointWS - s->get_transform().origin; s->apply_impulse(relpos,impulse); //getRigidBody()->applyImpulse(impulse, relpos); } _update_friction(s); for (int i=0;iget_transform().origin; Vector3 vel = s->get_linear_velocity() + (s->get_angular_velocity()).cross(relpos);// * mPos); if (wheel.m_raycastInfo.m_isInContact) { const Transform& chassisWorldTransform = s->get_transform(); Vector3 fwd ( chassisWorldTransform.basis[0][Vector3::AXIS_Z], chassisWorldTransform.basis[1][Vector3::AXIS_Z], chassisWorldTransform.basis[2][Vector3::AXIS_Z]); real_t proj = fwd.dot(wheel.m_raycastInfo.m_contactNormalWS); fwd -= wheel.m_raycastInfo.m_contactNormalWS * proj; real_t proj2 = fwd.dot(vel); wheel.m_deltaRotation = (proj2 * step) / (wheel.m_wheelRadius); wheel.m_rotation += wheel.m_deltaRotation; } else { wheel.m_rotation += wheel.m_deltaRotation; } wheel.m_deltaRotation *= real_t(0.99);//damping of rotation when not in contact } linear_velocity = s->get_linear_velocity(); } void VehicleBody::set_mass(real_t p_mass) { mass=p_mass; PhysicsServer::get_singleton()->body_set_param(get_rid(),PhysicsServer::BODY_PARAM_MASS,mass); } real_t VehicleBody::get_mass() const{ return mass; } void VehicleBody::set_friction(real_t p_friction) { friction=p_friction; PhysicsServer::get_singleton()->body_set_param(get_rid(),PhysicsServer::BODY_PARAM_FRICTION,friction); } real_t VehicleBody::get_friction() const{ return friction; } void VehicleBody::set_engine_force(float p_force) { engine_force=p_force; } float VehicleBody::get_engine_force() const{ return engine_force; } void VehicleBody::set_brake(float p_brake){ brake=p_brake; } float VehicleBody::get_brake() const{ return brake; } void VehicleBody::set_steering(float p_steering){ m_steeringValue=p_steering; } float VehicleBody::get_steering() const{ return m_steeringValue; } Vector3 VehicleBody::get_linear_velocity() const { return linear_velocity; } void VehicleBody::_bind_methods(){ ClassDB::bind_method(D_METHOD("set_mass","mass"),&VehicleBody::set_mass); ClassDB::bind_method(D_METHOD("get_mass"),&VehicleBody::get_mass); ClassDB::bind_method(D_METHOD("set_friction","friction"),&VehicleBody::set_friction); ClassDB::bind_method(D_METHOD("get_friction"),&VehicleBody::get_friction); ClassDB::bind_method(D_METHOD("set_engine_force","engine_force"),&VehicleBody::set_engine_force); ClassDB::bind_method(D_METHOD("get_engine_force"),&VehicleBody::get_engine_force); ClassDB::bind_method(D_METHOD("set_brake","brake"),&VehicleBody::set_brake); ClassDB::bind_method(D_METHOD("get_brake"),&VehicleBody::get_brake); ClassDB::bind_method(D_METHOD("set_steering","steering"),&VehicleBody::set_steering); ClassDB::bind_method(D_METHOD("get_steering"),&VehicleBody::get_steering); ClassDB::bind_method(D_METHOD("get_linear_velocity"),&VehicleBody::get_linear_velocity); ClassDB::bind_method(D_METHOD("_direct_state_changed"),&VehicleBody::_direct_state_changed); ADD_GROUP("Motion",""); ADD_PROPERTY( PropertyInfo(Variant::REAL,"engine_force",PROPERTY_HINT_RANGE,"0.00,1024.0,0.01"),"set_engine_force","get_engine_force"); ADD_PROPERTY( PropertyInfo(Variant::REAL,"brake",PROPERTY_HINT_RANGE,"0.0,1.0,0.01"),"set_brake","get_brake"); ADD_PROPERTY( PropertyInfo(Variant::REAL,"steering",PROPERTY_HINT_RANGE,"-180,180.0,0.01"),"set_steering","get_steering"); ADD_GROUP("Mass",""); ADD_PROPERTY( PropertyInfo(Variant::REAL,"mass",PROPERTY_HINT_RANGE,"0.01,65536,0.01"),"set_mass","get_mass"); ADD_PROPERTY( PropertyInfo(Variant::REAL,"friction",PROPERTY_HINT_RANGE,"0.01,1,0.01"),"set_friction","get_friction"); } VehicleBody::VehicleBody() : PhysicsBody(PhysicsServer::BODY_MODE_RIGID) { m_pitchControl=0; m_currentVehicleSpeedKmHour = real_t(0.); m_steeringValue = real_t(0.); engine_force=0; brake=0; friction=1; ccd=false; exclude.insert(get_rid()); PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(),this,"_direct_state_changed"); set_mass(40); }