2ee4ac183b
-=-=-=-=-=- -Fixed small bugs all around -Added ability to show/hide entire sections of the spatial (3D) tree -WIP new vehicle (not ready yet) based on Bullet
846 lines
22 KiB
C++
846 lines
22 KiB
C++
#include "vehicle_body.h"
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#define ROLLING_INFLUENCE_FIX
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class btVehicleJacobianEntry
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{
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public:
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Vector3 m_linearJointAxis;
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Vector3 m_aJ;
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Vector3 m_bJ;
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Vector3 m_0MinvJt;
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Vector3 m_1MinvJt;
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//Optimization: can be stored in the w/last component of one of the vectors
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real_t m_Adiag;
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real_t getDiagonal() const { return m_Adiag; }
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btVehicleJacobianEntry() {};
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//constraint between two different rigidbodies
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btVehicleJacobianEntry(
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const Matrix3& world2A,
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const Matrix3& world2B,
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const Vector3& rel_pos1,
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const Vector3& rel_pos2,
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const Vector3& jointAxis,
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const Vector3& inertiaInvA,
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const real_t massInvA,
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const Vector3& inertiaInvB,
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const real_t massInvB)
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:m_linearJointAxis(jointAxis)
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{
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m_aJ = world2A.xform(rel_pos1.cross(m_linearJointAxis));
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m_bJ = world2B.xform(rel_pos2.cross(-m_linearJointAxis));
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m_0MinvJt = inertiaInvA * m_aJ;
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m_1MinvJt = inertiaInvB * m_bJ;
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m_Adiag = massInvA + m_0MinvJt.dot(m_aJ) + massInvB + m_1MinvJt.dot(m_bJ);
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//btAssert(m_Adiag > real_t(0.0));
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}
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real_t getRelativeVelocity(const Vector3& linvelA,const Vector3& angvelA,const Vector3& linvelB,const Vector3& angvelB)
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{
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Vector3 linrel = linvelA - linvelB;
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Vector3 angvela = angvelA * m_aJ;
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Vector3 angvelb = angvelB * m_bJ;
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linrel *= m_linearJointAxis;
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angvela += angvelb;
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angvela += linrel;
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real_t rel_vel2 = angvela[0]+angvela[1]+angvela[2];
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return rel_vel2 + CMP_EPSILON;
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}
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};
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void VehicleWheel::_notification(int p_what) {
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if (p_what==NOTIFICATION_ENTER_SCENE) {
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if (!get_parent())
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return;
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VehicleBody *cb = get_parent()->cast_to<VehicleBody>();
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if (!cb)
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return;
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body=cb;
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local_xform=get_transform();
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cb->wheels.push_back(this);
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m_chassisConnectionPointCS = get_transform().origin;
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m_wheelDirectionCS = -get_transform().basis.get_axis(Vector3::AXIS_Y).normalized();
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m_wheelAxleCS = get_transform().basis.get_axis(Vector3::AXIS_X).normalized();
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}
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if (p_what==NOTIFICATION_EXIT_SCENE) {
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if (!get_parent())
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return;
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VehicleBody *cb = get_parent()->cast_to<VehicleBody>();
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if (!cb)
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return;
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cb->wheels.erase(this);
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body=NULL;
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}
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}
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void VehicleWheel::_update(PhysicsDirectBodyState *s) {
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if (m_raycastInfo.m_isInContact)
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{
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real_t project= m_raycastInfo.m_contactNormalWS.dot( m_raycastInfo.m_wheelDirectionWS );
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Vector3 chassis_velocity_at_contactPoint;
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Vector3 relpos = m_raycastInfo.m_contactPointWS - s->get_transform().origin;
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chassis_velocity_at_contactPoint = s->get_linear_velocity() +
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(s->get_angular_velocity()).cross(relpos);// * mPos);
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real_t projVel = m_raycastInfo.m_contactNormalWS.dot( chassis_velocity_at_contactPoint );
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if ( project >= real_t(-0.1))
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{
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m_suspensionRelativeVelocity = real_t(0.0);
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m_clippedInvContactDotSuspension = real_t(1.0) / real_t(0.1);
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}
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else
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{
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real_t inv = real_t(-1.) / project;
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m_suspensionRelativeVelocity = projVel * inv;
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m_clippedInvContactDotSuspension = inv;
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}
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}
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else // Not in contact : position wheel in a nice (rest length) position
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{
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m_raycastInfo.m_suspensionLength = m_suspensionRestLength;
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m_suspensionRelativeVelocity = real_t(0.0);
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m_raycastInfo.m_contactNormalWS = -m_raycastInfo.m_wheelDirectionWS;
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m_clippedInvContactDotSuspension = real_t(1.0);
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}
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}
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void VehicleWheel::_bind_methods() {
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}
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VehicleWheel::VehicleWheel() {
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m_steering = real_t(0.);
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m_engineForce = real_t(0.);
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m_rotation = real_t(0.);
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m_deltaRotation = real_t(0.);
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m_brake = real_t(0.);
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m_rollInfluence = real_t(0.1);
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m_suspensionRestLength = 0.15;
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m_wheelRadius = 0.5;//0.28;
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m_suspensionStiffness = 5.88;
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m_wheelsDampingCompression = 0.83;
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m_wheelsDampingRelaxation = 0.88;
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m_frictionSlip = 10.5;
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m_bIsFrontWheel = false;
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m_maxSuspensionTravelCm = 500;
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m_maxSuspensionForce = 6000;
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m_suspensionRelativeVelocity=0;
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m_clippedInvContactDotSuspension=1.0;
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m_raycastInfo.m_isInContact=false;
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body=NULL;
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}
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void VehicleBody::_update_wheel_transform(VehicleWheel& wheel ,PhysicsDirectBodyState *s) {
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wheel.m_raycastInfo.m_isInContact = false;
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Transform chassisTrans = s->get_transform();
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//if (interpolatedTransform && (getRigidBody()->getMotionState()))
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//{
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// getRigidBody()->getMotionState()->getWorldTransform(chassisTrans);
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//}
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wheel.m_raycastInfo.m_hardPointWS = chassisTrans.xform( wheel.m_chassisConnectionPointCS );
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wheel.m_raycastInfo.m_wheelDirectionWS = chassisTrans.get_basis().xform( wheel.m_wheelDirectionCS).normalized();
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wheel.m_raycastInfo.m_wheelAxleWS = chassisTrans.get_basis().xform( wheel.m_wheelAxleCS ).normalized();
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}
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void VehicleBody::_update_wheel(int p_idx,PhysicsDirectBodyState *s) {
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VehicleWheel& wheel = *wheels[p_idx];
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_update_wheel_transform(wheel,s);
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Vector3 up = -wheel.m_raycastInfo.m_wheelDirectionWS;
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const Vector3& right = wheel.m_raycastInfo.m_wheelAxleWS;
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Vector3 fwd = up.cross(right);
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fwd = fwd.normalized();
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// up = right.cross(fwd);
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// up.normalize();
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//rotate around steering over de wheelAxleWS
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real_t steering = wheel.m_steering;
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Matrix3 steeringMat(up,steering);
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Matrix3 rotatingMat(right,-wheel.m_rotation);
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Matrix3 basis2(
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right[0],up[0],fwd[0],
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right[1],up[1],fwd[1],
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right[2],up[2],fwd[2]
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);
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wheel.m_worldTransform.set_basis(steeringMat * rotatingMat * basis2);
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wheel.m_worldTransform.set_origin(
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wheel.m_raycastInfo.m_hardPointWS + wheel.m_raycastInfo.m_wheelDirectionWS * wheel.m_raycastInfo.m_suspensionLength
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);
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}
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real_t VehicleBody::_ray_cast(int p_idx,PhysicsDirectBodyState *s) {
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VehicleWheel& wheel = *wheels[p_idx];
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_update_wheel_transform(wheel,s);
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real_t depth = -1;
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real_t raylen = wheel.m_suspensionRestLength+wheel.m_wheelRadius;
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Vector3 rayvector = wheel.m_raycastInfo.m_wheelDirectionWS * (raylen);
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const Vector3& source = wheel.m_raycastInfo.m_hardPointWS;
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wheel.m_raycastInfo.m_contactPointWS = source + rayvector;
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const Vector3& target = wheel.m_raycastInfo.m_contactPointWS;
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real_t param = real_t(0.);
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PhysicsDirectSpaceState::RayResult rr;
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PhysicsDirectSpaceState *ss=s->get_space_state();
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bool col = ss->intersect_ray(source,target,rr,exclude);
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wheel.m_raycastInfo.m_groundObject = 0;
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if (col)
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{
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//print_line("WHEEL "+itos(p_idx)+" FROM "+source+" TO: "+target);
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//print_line("WHEEL "+itos(p_idx)+" COLLIDE? "+itos(col));
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param = source.distance_to(rr.position)/source.distance_to(target);
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depth = raylen * param;
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wheel.m_raycastInfo.m_contactNormalWS = rr.normal;
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wheel.m_raycastInfo.m_isInContact = true;
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if (rr.collider)
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wheel.m_raycastInfo.m_groundObject=rr.collider->cast_to<PhysicsBody>();
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real_t hitDistance = param*raylen;
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wheel.m_raycastInfo.m_suspensionLength = hitDistance - wheel.m_wheelRadius;
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//clamp on max suspension travel
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real_t minSuspensionLength = wheel.m_suspensionRestLength - wheel.m_maxSuspensionTravelCm*real_t(0.01);
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real_t maxSuspensionLength = wheel.m_suspensionRestLength+ wheel.m_maxSuspensionTravelCm*real_t(0.01);
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if (wheel.m_raycastInfo.m_suspensionLength < minSuspensionLength)
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{
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wheel.m_raycastInfo.m_suspensionLength = minSuspensionLength;
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}
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if (wheel.m_raycastInfo.m_suspensionLength > maxSuspensionLength)
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{
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wheel.m_raycastInfo.m_suspensionLength = maxSuspensionLength;
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}
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wheel.m_raycastInfo.m_contactPointWS = rr.position;
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real_t denominator= wheel.m_raycastInfo.m_contactNormalWS.dot( wheel.m_raycastInfo.m_wheelDirectionWS );
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Vector3 chassis_velocity_at_contactPoint;
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//Vector3 relpos = wheel.m_raycastInfo.m_contactPointWS-getRigidBody()->getCenterOfMassPosition();
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//chassis_velocity_at_contactPoint = getRigidBody()->getVelocityInLocalPoint(relpos);
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chassis_velocity_at_contactPoint = s->get_linear_velocity() +
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(s->get_angular_velocity()).cross(wheel.m_raycastInfo.m_contactPointWS-s->get_transform().origin);// * mPos);
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real_t projVel = wheel.m_raycastInfo.m_contactNormalWS.dot( chassis_velocity_at_contactPoint );
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if ( denominator >= real_t(-0.1))
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{
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wheel.m_suspensionRelativeVelocity = real_t(0.0);
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wheel.m_clippedInvContactDotSuspension = real_t(1.0) / real_t(0.1);
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}
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else
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{
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real_t inv = real_t(-1.) / denominator;
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wheel.m_suspensionRelativeVelocity = projVel * inv;
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wheel.m_clippedInvContactDotSuspension = inv;
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}
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} else
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{
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wheel.m_raycastInfo.m_isInContact = false;
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//put wheel info as in rest position
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wheel.m_raycastInfo.m_suspensionLength = wheel.m_suspensionRestLength;
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wheel.m_suspensionRelativeVelocity = real_t(0.0);
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wheel.m_raycastInfo.m_contactNormalWS = - wheel.m_raycastInfo.m_wheelDirectionWS;
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wheel.m_clippedInvContactDotSuspension = real_t(1.0);
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}
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return depth;
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}
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void VehicleBody::_update_suspension(PhysicsDirectBodyState *s)
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{
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real_t deltaTime = s->get_step();
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real_t chassisMass = mass;
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for (int w_it=0; w_it<wheels.size(); w_it++)
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{
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VehicleWheel& wheel_info = *wheels[w_it];
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if ( wheel_info.m_raycastInfo.m_isInContact )
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{
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real_t force;
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// Spring
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{
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real_t susp_length = wheel_info.m_suspensionRestLength;
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real_t current_length = wheel_info.m_raycastInfo.m_suspensionLength;
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real_t length_diff = (susp_length - current_length);
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force = wheel_info.m_suspensionStiffness
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* length_diff * wheel_info.m_clippedInvContactDotSuspension;
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}
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// Damper
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{
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real_t projected_rel_vel = wheel_info.m_suspensionRelativeVelocity;
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{
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real_t susp_damping;
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if ( projected_rel_vel < real_t(0.0) )
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{
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susp_damping = wheel_info.m_wheelsDampingCompression;
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}
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else
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{
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susp_damping = wheel_info.m_wheelsDampingRelaxation;
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}
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force -= susp_damping * projected_rel_vel;
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}
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}
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// RESULT
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wheel_info.m_wheelsSuspensionForce = force * chassisMass;
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if (wheel_info.m_wheelsSuspensionForce < real_t(0.))
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{
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wheel_info.m_wheelsSuspensionForce = real_t(0.);
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}
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}
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else
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{
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wheel_info.m_wheelsSuspensionForce = real_t(0.0);
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}
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}
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}
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//bilateral constraint between two dynamic objects
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void VehicleBody::_resolve_single_bilateral(PhysicsDirectBodyState *s, const Vector3& pos1,
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PhysicsBody* body2, const Vector3& pos2, const Vector3& normal,real_t& impulse)
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{
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real_t normalLenSqr = normal.length_squared();
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//ERR_FAIL_COND( normalLenSqr < real_t(1.1));
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if (normalLenSqr > real_t(1.1))
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{
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impulse = real_t(0.);
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return;
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}
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Vector3 rel_pos1 = pos1 - s->get_transform().origin;
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Vector3 rel_pos2;
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if (body2)
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rel_pos2 = pos2 - body2->get_global_transform().origin;
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//this jacobian entry could be re-used for all iterations
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Vector3 vel1 = s->get_linear_velocity() + (s->get_angular_velocity()).cross(rel_pos1);// * mPos);
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Vector3 vel2;
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if (body2)
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vel2=body2->get_linear_velocity() + body2->get_angular_velocity().cross(rel_pos2);
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Vector3 vel = vel1 - vel2;
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Matrix3 b2trans;
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float b2invmass=0;
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Vector3 b2lv;
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Vector3 b2av;
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Vector3 b2invinertia; //todo
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if (body2) {
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b2trans = body2->get_global_transform().basis.transposed();
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b2invmass = body2->get_inverse_mass();
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b2lv = body2->get_linear_velocity();
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b2av = body2->get_angular_velocity();
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}
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btVehicleJacobianEntry jac(s->get_transform().basis.transposed(),
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b2trans,
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rel_pos1,
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rel_pos2,
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normal,
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s->get_inverse_inertia(),
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1.0/mass,
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b2invinertia,
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b2invmass);
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real_t jacDiagAB = jac.getDiagonal();
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real_t jacDiagABInv = real_t(1.) / jacDiagAB;
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real_t rel_vel = jac.getRelativeVelocity(
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s->get_linear_velocity(),
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s->get_transform().basis.transposed().xform(s->get_angular_velocity()),
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b2lv,
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b2trans.xform(b2av));
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real_t a;
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a=jacDiagABInv;
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rel_vel = normal.dot(vel);
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//todo: move this into proper structure
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real_t contactDamping = real_t(0.4);
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#define ONLY_USE_LINEAR_MASS
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#ifdef ONLY_USE_LINEAR_MASS
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real_t massTerm = real_t(1.) / ((1.0/mass) + b2invmass);
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impulse = - contactDamping * rel_vel * massTerm;
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#else
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real_t velocityImpulse = -contactDamping * rel_vel * jacDiagABInv;
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impulse = velocityImpulse;
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#endif
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}
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VehicleBody::btVehicleWheelContactPoint::btVehicleWheelContactPoint(PhysicsDirectBodyState *s,PhysicsBody* body1,const Vector3& frictionPosWorld,const Vector3& frictionDirectionWorld, real_t maxImpulse)
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:m_s(s),
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m_body1(body1),
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m_frictionPositionWorld(frictionPosWorld),
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m_frictionDirectionWorld(frictionDirectionWorld),
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m_maxImpulse(maxImpulse)
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{
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float denom0=0;
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float denom1=0;
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{
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Vector3 r0 = frictionPosWorld - s->get_transform().origin;
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Vector3 c0 = (r0).cross(frictionDirectionWorld);
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Vector3 vec = s->get_inverse_inertia_tensor().xform_inv(c0).cross(r0);
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denom0= s->get_inverse_mass() + frictionDirectionWorld.dot(vec);
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}
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if (body1) {
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Vector3 r0 = frictionPosWorld - body1->get_global_transform().origin;
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Vector3 c0 = (r0).cross(frictionDirectionWorld);
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Vector3 vec = s->get_inverse_inertia_tensor().xform_inv(c0).cross(r0);
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//denom1= body1->get_inverse_mass() + frictionDirectionWorld.dot(vec);
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denom1=0;
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}
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real_t relaxation = 1.f;
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m_jacDiagABInv = relaxation/(denom0+denom1);
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}
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real_t VehicleBody::_calc_rolling_friction(btVehicleWheelContactPoint& contactPoint) {
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real_t j1=0.f;
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const Vector3& contactPosWorld = contactPoint.m_frictionPositionWorld;
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Vector3 rel_pos1 = contactPosWorld - contactPoint.m_s->get_transform().origin;
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Vector3 rel_pos2;
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if (contactPoint.m_body1)
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rel_pos2 = contactPosWorld - contactPoint.m_body1->get_global_transform().origin;
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|
|
|
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;i<wheels.size();i++)
|
|
{
|
|
VehicleWheel& wheelInfo = *wheels[i];
|
|
if (wheelInfo.m_raycastInfo.m_isInContact)
|
|
numWheelsOnGround++;
|
|
m_sideImpulse[i] = real_t(0.);
|
|
m_forwardImpulse[i] = real_t(0.);
|
|
|
|
}
|
|
|
|
{
|
|
|
|
for (int i=0;i<wheels.size();i++)
|
|
{
|
|
|
|
VehicleWheel& wheelInfo = *wheels[i];
|
|
|
|
|
|
if (wheelInfo.m_raycastInfo.m_isInContact)
|
|
{
|
|
|
|
//const btTransform& wheelTrans = getWheelTransformWS( i );
|
|
|
|
Matrix3 wheelBasis0 = wheelInfo.get_global_transform().basis;
|
|
m_axle[i] = wheelBasis0.get_axis(Vector3::AXIS_X);
|
|
m_axle[i] = wheelInfo.m_raycastInfo.m_wheelAxleWS;
|
|
|
|
const Vector3& surfNormalWS = wheelInfo.m_raycastInfo.m_contactNormalWS;
|
|
real_t proj = m_axle[i].dot(surfNormalWS);
|
|
m_axle[i] -= surfNormalWS * proj;
|
|
m_axle[i] = m_axle[i].normalized();
|
|
|
|
m_forwardWS[i] = surfNormalWS.cross(m_axle[i]);
|
|
m_forwardWS[i].normalize();
|
|
|
|
|
|
_resolve_single_bilateral(s, wheelInfo.m_raycastInfo.m_contactPointWS,
|
|
wheelInfo.m_raycastInfo.m_groundObject, wheelInfo.m_raycastInfo.m_contactPointWS,
|
|
m_axle[i],m_sideImpulse[i]);
|
|
|
|
m_sideImpulse[i] *= sideFrictionStiffness2;
|
|
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
real_t sideFactor = real_t(1.);
|
|
real_t fwdFactor = 0.5;
|
|
|
|
bool sliding = false;
|
|
{
|
|
for (int wheel =0;wheel <wheels.size();wheel++)
|
|
{
|
|
VehicleWheel& wheelInfo = *wheels[wheel];
|
|
|
|
|
|
//class btRigidBody* groundObject = (class btRigidBody*) wheelInfo.m_raycastInfo.m_groundObject;
|
|
|
|
real_t rollingFriction = 0.f;
|
|
|
|
if (wheelInfo.m_raycastInfo.m_isInContact)
|
|
{
|
|
if (wheelInfo.m_engineForce != 0.f)
|
|
{
|
|
rollingFriction = wheelInfo.m_engineForce* s->get_step();
|
|
} else
|
|
{
|
|
real_t defaultRollingFrictionImpulse = 0.f;
|
|
real_t maxImpulse = wheelInfo.m_brake ? wheelInfo.m_brake : 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;wheel<wheels.size(); wheel++)
|
|
{
|
|
VehicleWheel& wheelInfo = *wheels[wheel];
|
|
|
|
Vector3 rel_pos = wheelInfo.m_raycastInfo.m_contactPointWS -
|
|
s->get_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<PhysicsDirectBodyState>();
|
|
|
|
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;i<wheels.size();i++) {
|
|
|
|
_update_wheel(i,s);
|
|
}
|
|
|
|
for(int i=0;i<wheels.size();i++) {
|
|
|
|
_ray_cast(i,s);
|
|
}
|
|
|
|
_update_suspension(s);
|
|
|
|
for(int i=0;i<wheels.size();i++) {
|
|
|
|
//apply suspension force
|
|
VehicleWheel& wheel = *wheels[i];
|
|
|
|
real_t suspensionForce = wheel.m_wheelsSuspensionForce;
|
|
|
|
if (suspensionForce > 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;i<wheels.size();i++)
|
|
{
|
|
VehicleWheel& wheel = *wheels[i];
|
|
Vector3 relpos = wheel.m_raycastInfo.m_hardPointWS - s->get_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
|
|
|
|
}
|
|
|
|
}
|
|
|
|
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::_bind_methods(){
|
|
|
|
ObjectTypeDB::bind_method(_MD("set_mass","mass"),&VehicleBody::set_mass);
|
|
ObjectTypeDB::bind_method(_MD("get_mass"),&VehicleBody::get_mass);
|
|
|
|
ObjectTypeDB::bind_method(_MD("set_friction","friction"),&VehicleBody::set_friction);
|
|
ObjectTypeDB::bind_method(_MD("get_friction"),&VehicleBody::get_friction);
|
|
|
|
ObjectTypeDB::bind_method(_MD("_direct_state_changed"),&VehicleBody::_direct_state_changed);
|
|
|
|
ADD_PROPERTY( PropertyInfo(Variant::REAL,"body/mass",PROPERTY_HINT_RANGE,"0.01,65536,0.01"),_SCS("set_mass"),_SCS("get_mass"));
|
|
ADD_PROPERTY( PropertyInfo(Variant::REAL,"body/friction",PROPERTY_HINT_RANGE,"0.01,1,0.01"),_SCS("set_friction"),_SCS("get_friction"));
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
VehicleBody::VehicleBody() : PhysicsBody(PhysicsServer::BODY_MODE_RIGID) {
|
|
|
|
|
|
m_pitchControl=0;
|
|
m_currentVehicleSpeedKmHour = real_t(0.);
|
|
m_steeringValue = real_t(0.);
|
|
|
|
|
|
mass=1;
|
|
friction=1;
|
|
|
|
ccd=false;
|
|
|
|
exclude.insert(get_rid());
|
|
PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(),this,"_direct_state_changed");
|
|
|
|
}
|
|
|