c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
214 lines
6.4 KiB
C++
214 lines
6.4 KiB
C++
/*************************************************************************/
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/* vehicle_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) 2007-2017 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 VEHICLE_BODY_H
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#define VEHICLE_BODY_H
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#include "scene/3d/physics_body.h"
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class VehicleBody;
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class VehicleWheel : public Spatial {
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OBJ_TYPE(VehicleWheel,Spatial);
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friend class VehicleBody;
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Transform m_worldTransform;
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Transform local_xform;
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bool engine_traction;
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bool steers;
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Vector3 m_chassisConnectionPointCS; //const
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Vector3 m_wheelDirectionCS;//const
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Vector3 m_wheelAxleCS; // const or modified by steering
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real_t m_suspensionRestLength;
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real_t m_maxSuspensionTravelCm;
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real_t m_wheelRadius;
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real_t m_suspensionStiffness;
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real_t m_wheelsDampingCompression;
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real_t m_wheelsDampingRelaxation;
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real_t m_frictionSlip;
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real_t m_maxSuspensionForce;
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bool m_bIsFrontWheel;
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VehicleBody *body;
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// btVector3 m_wheelAxleCS; // const or modified by steering ?
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real_t m_steering;
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real_t m_rotation;
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real_t m_deltaRotation;
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real_t m_rollInfluence;
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//real_t m_engineForce;
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real_t m_brake;
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real_t m_clippedInvContactDotSuspension;
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real_t m_suspensionRelativeVelocity;
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//calculated by suspension
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real_t m_wheelsSuspensionForce;
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real_t m_skidInfo;
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struct RaycastInfo {
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//set by raycaster
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Vector3 m_contactNormalWS;//contactnormal
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Vector3 m_contactPointWS;//raycast hitpoint
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real_t m_suspensionLength;
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Vector3 m_hardPointWS;//raycast starting point
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Vector3 m_wheelDirectionWS; //direction in worldspace
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Vector3 m_wheelAxleWS; // axle in worldspace
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bool m_isInContact;
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PhysicsBody* m_groundObject; //could be general void* ptr
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} m_raycastInfo;
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void _update(PhysicsDirectBodyState *s);
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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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public:
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void set_radius(float p_radius);
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float get_radius() const;
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void set_suspension_rest_length(float p_length);
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float get_suspension_rest_length() const;
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void set_suspension_travel(float p_length);
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float get_suspension_travel() const;
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void set_suspension_stiffness(float p_value);
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float get_suspension_stiffness() const;
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void set_suspension_max_force(float p_value);
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float get_suspension_max_force() const;
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void set_damping_compression(float p_value);
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float get_damping_compression() const;
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void set_damping_relaxation(float p_value);
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float get_damping_relaxation() const;
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void set_friction_slip(float p_value);
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float get_friction_slip() const;
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void set_use_as_traction(bool p_enable);
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bool is_used_as_traction() const;
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void set_use_as_steering(bool p_enabled);
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bool is_used_as_steering() const;
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VehicleWheel();
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};
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class VehicleBody : public PhysicsBody {
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OBJ_TYPE(VehicleBody,PhysicsBody);
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real_t mass;
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real_t friction;
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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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Set<RID> exclude;
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Vector<Vector3> m_forwardWS;
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Vector<Vector3> m_axle;
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Vector<real_t> m_forwardImpulse;
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Vector<real_t> m_sideImpulse;
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struct btVehicleWheelContactPoint {
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PhysicsDirectBodyState *m_s;
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PhysicsBody* m_body1;
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Vector3 m_frictionPositionWorld;
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Vector3 m_frictionDirectionWorld;
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real_t m_jacDiagABInv;
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real_t m_maxImpulse;
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btVehicleWheelContactPoint(PhysicsDirectBodyState *s,PhysicsBody* body1,const Vector3& frictionPosWorld,const Vector3& frictionDirectionWorld, real_t maxImpulse);
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};
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void _resolve_single_bilateral(PhysicsDirectBodyState *s, const Vector3& pos1, PhysicsBody* body2, const Vector3& pos2, const Vector3& normal, real_t& impulse);
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real_t _calc_rolling_friction(btVehicleWheelContactPoint& contactPoint);
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void _update_friction(PhysicsDirectBodyState *s);
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void _update_suspension(PhysicsDirectBodyState *s);
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real_t _ray_cast(int p_idx,PhysicsDirectBodyState *s);
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void _update_wheel_transform(VehicleWheel& wheel ,PhysicsDirectBodyState *s);
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void _update_wheel(int p_idx,PhysicsDirectBodyState *s);
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friend class VehicleWheel;
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Vector<VehicleWheel*> 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_engine_force(float p_engine_force);
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float get_engine_force() const;
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void set_brake(float p_force);
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float get_brake() const;
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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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#endif // VEHICLE_BODY_H
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