741 lines
21 KiB
C++
741 lines
21 KiB
C++
/*************************************************************************/
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/* car_body.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "car_body.h"
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#define DEG2RADMUL (Math_PI/180.0)
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#define RAD2DEGMUL (180.0/Math_PI)
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void CarWheel::_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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CarBody *cb = get_parent()->cast_to<CarBody>();
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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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}
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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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CarBody *cb = get_parent()->cast_to<CarBody>();
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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 CarWheel::set_side_friction(real_t p_friction) {
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side_friction=p_friction;
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}
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void CarWheel::set_forward_friction(real_t p_friction) {
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forward_friction=p_friction;
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}
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void CarWheel::set_travel(real_t p_travel) {
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travel=p_travel;
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update_gizmo();
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}
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void CarWheel::set_radius(real_t p_radius) {
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radius=p_radius;
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update_gizmo();
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}
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void CarWheel::set_resting_frac(real_t p_frac) {
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resting_frac=p_frac;
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}
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void CarWheel::set_damping_frac(real_t p_frac) {
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damping_frac=p_frac;
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}
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void CarWheel::set_num_rays(real_t p_rays) {
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num_rays=p_rays;
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}
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real_t CarWheel::get_side_friction() const{
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return side_friction;
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}
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real_t CarWheel::get_forward_friction() const{
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return forward_friction;
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}
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real_t CarWheel::get_travel() const{
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return travel;
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}
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real_t CarWheel::get_radius() const{
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return radius;
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}
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real_t CarWheel::get_resting_frac() const{
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return resting_frac;
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}
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real_t CarWheel::get_damping_frac() const{
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return damping_frac;
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}
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int CarWheel::get_num_rays() const{
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return num_rays;
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}
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void CarWheel::update(real_t dt) {
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if (dt <= 0.0f)
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return;
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float origAngVel = angVel;
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if (locked)
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{
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angVel = 0;
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torque = 0;
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}
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else
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{
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float wheelMass = 0.03f * body->mass;
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float inertia = 0.5f * (radius * radius) * wheelMass;
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angVel += torque * dt / inertia;
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torque = 0;
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// prevent friction from reversing dir - todo do this better
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// by limiting the torque
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if (((origAngVel > angVelForGrip) && (angVel < angVelForGrip)) ||
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((origAngVel < angVelForGrip) && (angVel > angVelForGrip)))
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angVel = angVelForGrip;
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angVel += driveTorque * dt / inertia;
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driveTorque = 0;
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float maxAngVel = 200;
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print_line("angvel: "+rtos(angVel));
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angVel = CLAMP(angVel, -maxAngVel, maxAngVel);
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axisAngle += Math::rad2deg(dt * angVel);
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}
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}
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bool CarWheel::add_forces(PhysicsDirectBodyState *s) {
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Vector3 force;
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PhysicsDirectSpaceState *space = s->get_space_state();
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Transform world = s->get_transform() * local_xform;
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// OpenGl has differnet row/column order for matrixes than XNA has ..
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//Vector3 wheelFwd = world.get_basis().get_axis(Vector3::AXIS_Z);
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//Vector3 wheelFwd = RotationMatrix(mSteerAngle, worldAxis) * carBody.GetOrientation().GetCol(0);
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Vector3 wheelUp = world.get_basis().get_axis(Vector3::AXIS_Y);
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Vector3 wheelFwd = Matrix3(wheelUp,Math::deg2rad(steerAngle)).xform( world.get_basis().get_axis(Vector3::AXIS_Z) );
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Vector3 wheelLeft = -wheelUp.cross(wheelFwd).normalized();
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Vector3 worldPos = world.origin;
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Vector3 worldAxis = wheelUp;
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// start of ray
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float rayLen = 2.0f * radius + travel;
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Vector3 wheelRayEnd = worldPos - radius * worldAxis;
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Vector3 wheelRayBegin = wheelRayEnd + rayLen * worldAxis;
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//wheelRayEnd = -rayLen * worldAxis;
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//Assert(PhysicsSystem.CurrentPhysicsSystem);
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///Assert(collSystem);
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///
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const int maxNumRays = 32;
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int numRaysUse = MIN(num_rays, maxNumRays);
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// adjust the start position of the ray - divide the wheel into numRays+2
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// rays, but don't use the first/last.
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float deltaFwd = (2.0f * radius) / (numRaysUse + 1);
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float deltaFwdStart = deltaFwd;
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float fracs[maxNumRays];
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Vector3 segmentEnds[maxNumRays];
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Vector3 groundPositions[maxNumRays];
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Vector3 groundNormals[maxNumRays];
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lastOnFloor = false;
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int bestIRay = 0;
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int iRay;
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for (iRay = 0; iRay < numRaysUse; ++iRay)
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{
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fracs[iRay] = 1e20;
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// work out the offset relative to the middle ray
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float distFwd = (deltaFwdStart + iRay * deltaFwd) - radius;
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float zOffset = radius * (1.0f - (float)Math::cos( Math::deg2rad( 90.0f * (distFwd / radius))));
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segmentEnds[iRay] = wheelRayEnd + distFwd * wheelFwd + zOffset * wheelUp;
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PhysicsDirectSpaceState::RayResult rr;
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bool collided = space->intersect_ray(wheelRayBegin,segmentEnds[iRay],rr,body->exclude);
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if (collided){
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lastOnFloor = true;
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groundPositions[iRay]=rr.position;
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groundNormals[iRay]=rr.normal;
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fracs[iRay] = ((wheelRayBegin-rr.position).length() / (wheelRayBegin-wheelRayEnd).length());
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if (fracs[iRay] < fracs[bestIRay])
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bestIRay = iRay;
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}
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}
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if (!lastOnFloor)
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return false;
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//Assert(bestIRay < numRays);
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// use the best one
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Vector3 groundPos = groundPositions[bestIRay];
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float frac = fracs[bestIRay];
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// const Vector3 groundNormal = (worldPos - segments[bestIRay].GetEnd()).NormaliseSafe();
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// const Vector3 groundNormal = groundNormals[bestIRay];
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Vector3 groundNormal = worldAxis;
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if (numRaysUse > 1)
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{
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for (iRay = 0; iRay < numRaysUse; ++iRay)
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{
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if (fracs[iRay] <= 1.0f)
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{
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groundNormal += (1.0f - fracs[iRay]) * (worldPos - segmentEnds[iRay]);
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}
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}
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groundNormal.normalize();
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}
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else
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{
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groundNormal = groundNormals[bestIRay];
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}
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float spring = (body->mass/body->wheels.size()) * s->get_total_gravity().length() / (resting_frac * travel);
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float displacement = rayLen * (1.0f - frac);
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displacement = CLAMP(displacement, 0, travel);
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float displacementForceMag = displacement * spring;
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// reduce force when suspension is par to ground
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displacementForceMag *= groundNormals[bestIRay].dot(worldAxis);
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// apply damping
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float damping = 2.0f * (float)Math::sqrt(spring * body->mass);
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damping /= body->wheels.size(); // assume wheels act together
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damping *= damping_frac; // a bit bouncy
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float upSpeed = (displacement - lastDisplacement) / s->get_step();
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float dampingForceMag = upSpeed * damping;
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float totalForceMag = displacementForceMag + dampingForceMag;
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if (totalForceMag < 0.0f) totalForceMag = 0.0f;
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Vector3 extraForce = totalForceMag * worldAxis;
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force += extraForce;
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// side-slip friction and drive force. Work out wheel- and floor-relative coordinate frame
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Vector3 groundUp = groundNormal;
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Vector3 groundLeft = groundNormal.cross(wheelFwd).normalized();
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Vector3 groundFwd = groundLeft.cross(groundUp);
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Vector3 wheelPointVel = s->get_linear_velocity() +
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(s->get_angular_velocity()).cross(s->get_transform().basis.xform(local_xform.origin));// * mPos);
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Vector3 rimVel = -angVel * wheelLeft.cross(groundPos - worldPos);
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wheelPointVel += rimVel;
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// if sitting on another body then adjust for its velocity.
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/*if (worldBody != null)
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{
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Vector3 worldVel = worldBody.Velocity +
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Vector3.Cross(worldBody.AngularVelocity, groundPos - worldBody.Position);
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wheelPointVel -= worldVel;
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}*/
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// sideways forces
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float noslipVel = 0.2f;
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float slipVel = 0.4f;
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float slipFactor = 0.7f;
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float smallVel = 3;
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float friction = side_friction;
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float sideVel = wheelPointVel.dot(groundLeft);
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if ((sideVel > slipVel) || (sideVel < -slipVel))
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friction *= slipFactor;
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else
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if ((sideVel > noslipVel) || (sideVel < -noslipVel))
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friction *= 1.0f - (1.0f - slipFactor) * (Math::absf(sideVel) - noslipVel) / (slipVel - noslipVel);
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if (sideVel < 0.0f)
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friction *= -1.0f;
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if (Math::absf(sideVel) < smallVel)
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friction *= Math::absf(sideVel) / smallVel;
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float sideForce = -friction * totalForceMag;
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extraForce = sideForce * groundLeft;
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force += extraForce;
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// fwd/back forces
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friction = forward_friction;
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float fwdVel = wheelPointVel.dot(groundFwd);
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if ((fwdVel > slipVel) || (fwdVel < -slipVel))
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friction *= slipFactor;
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else
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if ((fwdVel > noslipVel) || (fwdVel < -noslipVel))
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friction *= 1.0f - (1.0f - slipFactor) * (Math::absf(fwdVel) - noslipVel) / (slipVel - noslipVel);
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if (fwdVel < 0.0f)
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friction *= -1.0f;
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if (Math::absf(fwdVel) < smallVel)
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friction *= Math::absf(fwdVel) / smallVel;
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float fwdForce = -friction * totalForceMag;
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extraForce = fwdForce * groundFwd;
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force += extraForce;
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//if (!force.IsSensible())
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//{
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// TRACE_FILE_IF(ONCE_1)
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// TRACE("Bad force in car wheel\n");
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// return true;
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//}
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// fwd force also spins the wheel
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Vector3 wheelCentreVel = s->get_linear_velocity() +
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(s->get_angular_velocity()).cross(s->get_transform().basis.xform(local_xform.origin));
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angVelForGrip = wheelCentreVel.dot(groundFwd) / radius;
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torque += -fwdForce * radius;
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// add force to car
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// carBody.AddWorldForce(force, groundPos);
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s->add_force(force,(groundPos-s->get_transform().origin));
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// add force to the world
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/*
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if (worldBody != null && !worldBody.Immovable)
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{
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// todo get the position in the right place...
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// also limit the velocity that this force can produce by looking at the
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// mass/inertia of the other object
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float maxOtherBodyAcc = 500.0f;
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float maxOtherBodyForce = maxOtherBodyAcc * worldBody.Mass;
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if (force.LengthSquared() > (maxOtherBodyForce * maxOtherBodyForce))
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force *= maxOtherBodyForce / force.Length();
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worldBody.AddWorldForce(-force, groundPos);
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}*/
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Transform wheel_xf = local_xform;
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wheel_xf.origin += wheelUp * displacement;
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wheel_xf.basis = wheel_xf.basis * Matrix3(Vector3(0,1,0),Math::deg2rad(steerAngle));
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//wheel_xf.basis = wheel_xf.basis * Matrix3(wheel_xf.basis[0],-Math::deg2rad(axisAngle));
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set_transform(wheel_xf);
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lastDisplacement=displacement;
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return true;
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}
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void CarWheel::set_type_drive(bool p_enable) {
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type_drive=p_enable;
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}
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bool CarWheel::is_type_drive() const {
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return type_drive;
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}
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void CarWheel::set_type_steer(bool p_enable) {
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type_steer=p_enable;
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}
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bool CarWheel::is_type_steer() const {
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return type_steer;
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}
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void CarWheel::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_side_friction","friction"),&CarWheel::set_side_friction);
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ObjectTypeDB::bind_method(_MD("set_forward_friction","friction"),&CarWheel::set_forward_friction);
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ObjectTypeDB::bind_method(_MD("set_travel","distance"),&CarWheel::set_travel);
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ObjectTypeDB::bind_method(_MD("set_radius","radius"),&CarWheel::set_radius);
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ObjectTypeDB::bind_method(_MD("set_resting_frac","frac"),&CarWheel::set_resting_frac);
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ObjectTypeDB::bind_method(_MD("set_damping_frac","frac"),&CarWheel::set_damping_frac);
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ObjectTypeDB::bind_method(_MD("set_num_rays","amount"),&CarWheel::set_num_rays);
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ObjectTypeDB::bind_method(_MD("get_side_friction"),&CarWheel::get_side_friction);
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ObjectTypeDB::bind_method(_MD("get_forward_friction"),&CarWheel::get_forward_friction);
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ObjectTypeDB::bind_method(_MD("get_travel"),&CarWheel::get_travel);
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ObjectTypeDB::bind_method(_MD("get_radius"),&CarWheel::get_radius);
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ObjectTypeDB::bind_method(_MD("get_resting_frac"),&CarWheel::get_resting_frac);
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ObjectTypeDB::bind_method(_MD("get_damping_frac"),&CarWheel::get_damping_frac);
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ObjectTypeDB::bind_method(_MD("get_num_rays"),&CarWheel::get_num_rays);
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ObjectTypeDB::bind_method(_MD("set_type_drive","enable"),&CarWheel::set_type_drive);
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ObjectTypeDB::bind_method(_MD("is_type_drive"),&CarWheel::is_type_drive);
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ObjectTypeDB::bind_method(_MD("set_type_steer","enable"),&CarWheel::set_type_steer);
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ObjectTypeDB::bind_method(_MD("is_type_steer"),&CarWheel::is_type_steer);
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ADD_PROPERTY( PropertyInfo(Variant::BOOL,"type/drive"),_SCS("set_type_drive"),_SCS("is_type_drive"));
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ADD_PROPERTY( PropertyInfo(Variant::BOOL,"type/steer"),_SCS("set_type_steer"),_SCS("is_type_steer"));
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"config/side_friction",PROPERTY_HINT_RANGE,"0.01,64,0.01"),_SCS("set_side_friction"),_SCS("get_side_friction"));
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"config/forward_friction",PROPERTY_HINT_RANGE,"0.01,64,0.01"),_SCS("set_forward_friction"),_SCS("get_forward_friction"));
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"config/travel",PROPERTY_HINT_RANGE,"0.01,1024,0.01"),_SCS("set_travel"),_SCS("get_travel"));
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"config/radius",PROPERTY_HINT_RANGE,"0.01,1024,0.01"),_SCS("set_radius"),_SCS("get_radius"));
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"config/resting_frac",PROPERTY_HINT_RANGE,"0.01,64,0.01"),_SCS("set_resting_frac"),_SCS("get_resting_frac"));
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"config/damping_frac",PROPERTY_HINT_RANGE,"0.01,64,0.01"),_SCS("set_damping_frac"),_SCS("get_damping_frac"));
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"config/num_rays",PROPERTY_HINT_RANGE,"1,32,1"),_SCS("set_num_rays"),_SCS("get_num_rays"));
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}
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CarWheel::CarWheel() {
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side_friction=4.7;
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forward_friction=5.0;
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travel=0.2;
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radius=0.4;
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resting_frac=0.45;
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damping_frac=0.3;
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num_rays=1;
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angVel = 0.0f;
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steerAngle = 0.0f;
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torque = 0.0f;
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driveTorque = 0.0f;
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axisAngle = 0.0f;
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upSpeed = 0.0f;
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locked = false;
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lastDisplacement = 0.0f;
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lastOnFloor = false;
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angVelForGrip = 0.0f;
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angVelForGrip=0;
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type_drive=false;
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type_steer=false;
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}
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///
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void CarBody::set_max_steer_angle(real_t p_angle) {
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max_steer_angle=p_angle;
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}
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void CarBody::set_steer_rate(real_t p_rate) {
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steer_rate=p_rate;
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}
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void CarBody::set_drive_torque(real_t p_torque) {
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drive_torque=p_torque;
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}
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real_t CarBody::get_max_steer_angle() const{
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return max_steer_angle;
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}
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real_t CarBody::get_steer_rate() const{
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return steer_rate;
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}
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real_t CarBody::get_drive_torque() const{
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return drive_torque;
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}
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void CarBody::set_target_steering(float p_steering) {
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target_steering=p_steering;
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}
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void CarBody::set_target_accelerate(float p_accelerate) {
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target_accelerate=p_accelerate;
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}
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void CarBody::set_hand_brake(float p_amont) {
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hand_brake=p_amont;
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}
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real_t CarBody::get_target_steering() const {
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return target_steering;
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}
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real_t CarBody::get_target_accelerate() const {
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return target_accelerate;
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}
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real_t CarBody::get_hand_brake() const {
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return hand_brake;
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}
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void CarBody::_direct_state_changed(Object *p_state) {
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PhysicsDirectBodyState *state=p_state->cast_to<PhysicsDirectBodyState>();
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float dt = state->get_step();
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AABB aabb;
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int drive_total=0;
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for(int i=0;i<wheels.size();i++) {
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CarWheel *w=wheels[i];
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if (i==0) {
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aabb.pos=w->local_xform.origin;
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} else {
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aabb.expand_to(w->local_xform.origin);
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}
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if (w->type_drive)
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drive_total++;
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}
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// control inputs
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float deltaAccelerate = dt * 4.0f;
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float dAccelerate = target_accelerate - accelerate;
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dAccelerate = CLAMP(dAccelerate, -deltaAccelerate, deltaAccelerate);
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accelerate += dAccelerate;
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float deltaSteering = dt * steer_rate;
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float dSteering = target_steering - steering;
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dSteering = CLAMP(dSteering, -deltaSteering, deltaSteering);
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steering += dSteering;
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// apply these inputs
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float maxTorque = drive_torque;
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float torque_div = drive_total/2;
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if (torque_div>0)
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maxTorque/=torque_div;
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float alpha = ABS(max_steer_angle * steering);
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float angleSgn = steering > 0.0f ? 1.0f : -1.0f;
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int wheels_on_floor=0;
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for(int i=0;i<wheels.size();i++) {
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CarWheel *w=wheels[i];
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if (w->type_drive)
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w->driveTorque+=maxTorque * accelerate;
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w->locked = !w->type_steer && (hand_brake > 0.5f);
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if (w->type_steer) {
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//steering
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bool inner = (steering > 0 && w->local_xform.origin.x > 0) || (steering < 0 && w->local_xform.origin.x < 0);
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if (inner || alpha==0.0) {
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w->steerAngle = (angleSgn * alpha);
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} else {
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|
float dx = aabb.size.z;
|
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float dy = aabb.size.x;
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float beta = Math::atan2(dy, dx + (dy / (float)Math::tan(Math::deg2rad(alpha))));
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beta = Math::rad2deg(beta);
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w->steerAngle = (angleSgn * beta);
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}
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}
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if (w->add_forces(state))
|
|
wheels_on_floor++;
|
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w->update(dt);
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}
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print_line("onfloor: "+itos(wheels_on_floor));
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set_ignore_transform_notification(true);
|
|
set_global_transform(state->get_transform());
|
|
linear_velocity=state->get_linear_velocity();
|
|
angular_velocity=state->get_angular_velocity();
|
|
//active=!state->is_sleeping();
|
|
//if (get_script_instance())
|
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// get_script_instance()->call("_integrate_forces",state);
|
|
set_ignore_transform_notification(false);
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|
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}
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void CarBody::set_mass(real_t p_mass) {
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mass=p_mass;
|
|
PhysicsServer::get_singleton()->body_set_param(get_rid(),PhysicsServer::BODY_PARAM_MASS,mass);
|
|
}
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real_t CarBody::get_mass() const{
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|
|
return mass;
|
|
}
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void CarBody::set_friction(real_t p_friction) {
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|
|
friction=p_friction;
|
|
PhysicsServer::get_singleton()->body_set_param(get_rid(),PhysicsServer::BODY_PARAM_FRICTION,friction);
|
|
}
|
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|
|
real_t CarBody::get_friction() const{
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|
|
|
return friction;
|
|
}
|
|
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|
|
void CarBody::_bind_methods() {
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|
|
|
ObjectTypeDB::bind_method(_MD("set_max_steer_angle","value"),&CarBody::set_max_steer_angle);
|
|
ObjectTypeDB::bind_method(_MD("set_steer_rate","rate"),&CarBody::set_steer_rate);
|
|
ObjectTypeDB::bind_method(_MD("set_drive_torque","value"),&CarBody::set_drive_torque);
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ObjectTypeDB::bind_method(_MD("get_max_steer_angle"),&CarBody::get_max_steer_angle);
|
|
ObjectTypeDB::bind_method(_MD("get_steer_rate"),&CarBody::get_steer_rate);
|
|
ObjectTypeDB::bind_method(_MD("get_drive_torque"),&CarBody::get_drive_torque);
|
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|
ObjectTypeDB::bind_method(_MD("set_target_steering","amount"),&CarBody::set_target_steering);
|
|
ObjectTypeDB::bind_method(_MD("set_target_accelerate","amount"),&CarBody::set_target_accelerate);
|
|
ObjectTypeDB::bind_method(_MD("set_hand_brake","amount"),&CarBody::set_hand_brake);
|
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|
ObjectTypeDB::bind_method(_MD("get_target_steering"),&CarBody::get_target_steering);
|
|
ObjectTypeDB::bind_method(_MD("get_target_accelerate"),&CarBody::get_target_accelerate);
|
|
ObjectTypeDB::bind_method(_MD("get_hand_brake"),&CarBody::get_hand_brake);
|
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|
|
ObjectTypeDB::bind_method(_MD("set_mass","mass"),&CarBody::set_mass);
|
|
ObjectTypeDB::bind_method(_MD("get_mass"),&CarBody::get_mass);
|
|
|
|
ObjectTypeDB::bind_method(_MD("set_friction","friction"),&CarBody::set_friction);
|
|
ObjectTypeDB::bind_method(_MD("get_friction"),&CarBody::get_friction);
|
|
|
|
ObjectTypeDB::bind_method(_MD("_direct_state_changed"),&CarBody::_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"));
|
|
|
|
ADD_PROPERTY( PropertyInfo(Variant::REAL,"config/max_steer_angle",PROPERTY_HINT_RANGE,"1,90,1"),_SCS("set_max_steer_angle"),_SCS("get_max_steer_angle"));
|
|
ADD_PROPERTY( PropertyInfo(Variant::REAL,"config/drive_torque",PROPERTY_HINT_RANGE,"0.01,64,0.01"),_SCS("set_drive_torque"),_SCS("get_drive_torque"));
|
|
ADD_PROPERTY( PropertyInfo(Variant::REAL,"config/steer_rate",PROPERTY_HINT_RANGE,"0.01,64,0.01"),_SCS("set_steer_rate"),_SCS("get_steer_rate"));
|
|
|
|
ADD_PROPERTY( PropertyInfo(Variant::REAL,"drive/target_steering",PROPERTY_HINT_RANGE,"-1,1,0.01"),_SCS("set_target_steering"),_SCS("get_target_steering"));
|
|
ADD_PROPERTY( PropertyInfo(Variant::REAL,"drive/target_accelerate",PROPERTY_HINT_RANGE,"-1,1,0.01"),_SCS("set_target_accelerate"),_SCS("get_target_accelerate"));
|
|
ADD_PROPERTY( PropertyInfo(Variant::REAL,"drive/hand_brake",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_hand_brake"),_SCS("get_hand_brake"));
|
|
|
|
}
|
|
|
|
CarBody::CarBody() : PhysicsBody(PhysicsServer::BODY_MODE_RIGID) {
|
|
|
|
forward_drive=true;
|
|
backward_drive=true;
|
|
max_steer_angle=30;
|
|
steer_rate=1;
|
|
drive_torque=520;
|
|
|
|
target_steering=0;
|
|
target_accelerate=0;
|
|
hand_brake=0;
|
|
|
|
steering=0;
|
|
accelerate=0;
|
|
|
|
mass=1;
|
|
friction=1;
|
|
|
|
ccd=false;
|
|
// can_sleep=true;
|
|
|
|
|
|
|
|
|
|
exclude.insert(get_rid());
|
|
PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(),this,"_direct_state_changed");
|
|
|
|
|
|
}
|