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- /*************************************************************************/
- /* vehicle_body.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #ifndef VEHICLE_BODY_H
- #define VEHICLE_BODY_H
- #include "scene/3d/physics_body.h"
- class VehicleBody;
- class VehicleWheel : public Spatial {
- GDCLASS(VehicleWheel, Spatial);
- friend class VehicleBody;
- Transform m_worldTransform;
- Transform local_xform;
- bool engine_traction;
- bool steers;
- Vector3 m_chassisConnectionPointCS; //const
- Vector3 m_wheelDirectionCS; //const
- Vector3 m_wheelAxleCS; // const or modified by steering
- real_t m_suspensionRestLength;
- real_t m_maxSuspensionTravelCm;
- real_t m_wheelRadius;
- real_t m_suspensionStiffness;
- real_t m_wheelsDampingCompression;
- real_t m_wheelsDampingRelaxation;
- real_t m_frictionSlip;
- real_t m_maxSuspensionForce;
- bool m_bIsFrontWheel;
- VehicleBody *body;
- //btVector3 m_wheelAxleCS; // const or modified by steering ?
- real_t m_steering;
- real_t m_rotation;
- real_t m_deltaRotation;
- real_t m_rollInfluence;
- //real_t m_engineForce;
- real_t m_brake;
- real_t m_clippedInvContactDotSuspension;
- real_t m_suspensionRelativeVelocity;
- //calculated by suspension
- real_t m_wheelsSuspensionForce;
- real_t m_skidInfo;
- struct RaycastInfo {
- //set by raycaster
- Vector3 m_contactNormalWS; //contactnormal
- Vector3 m_contactPointWS; //raycast hitpoint
- real_t m_suspensionLength;
- Vector3 m_hardPointWS; //raycast starting point
- Vector3 m_wheelDirectionWS; //direction in worldspace
- Vector3 m_wheelAxleWS; // axle in worldspace
- bool m_isInContact;
- PhysicsBody *m_groundObject; //could be general void* ptr
- } m_raycastInfo;
- void _update(PhysicsDirectBodyState *s);
- protected:
- void _notification(int p_what);
- static void _bind_methods();
- public:
- void set_radius(float p_radius);
- float get_radius() const;
- void set_suspension_rest_length(float p_length);
- float get_suspension_rest_length() const;
- void set_suspension_travel(float p_length);
- float get_suspension_travel() const;
- void set_suspension_stiffness(float p_value);
- float get_suspension_stiffness() const;
- void set_suspension_max_force(float p_value);
- float get_suspension_max_force() const;
- void set_damping_compression(float p_value);
- float get_damping_compression() const;
- void set_damping_relaxation(float p_value);
- float get_damping_relaxation() const;
- void set_friction_slip(float p_value);
- float get_friction_slip() const;
- void set_use_as_traction(bool p_enable);
- bool is_used_as_traction() const;
- void set_use_as_steering(bool p_enabled);
- bool is_used_as_steering() const;
- bool is_in_contact() const;
- void set_roll_influence(float p_value);
- float get_roll_influence() const;
- float get_skidinfo() const;
- String get_configuration_warning() const;
- VehicleWheel();
- };
- class VehicleBody : public PhysicsBody {
- GDCLASS(VehicleBody, PhysicsBody);
- real_t mass;
- real_t friction;
- float engine_force;
- float brake;
- Vector3 linear_velocity;
- Vector3 angular_velocity;
- bool ccd;
- real_t m_pitchControl;
- real_t m_steeringValue;
- real_t m_currentVehicleSpeedKmHour;
- Set<RID> exclude;
- Vector<Vector3> m_forwardWS;
- Vector<Vector3> m_axle;
- Vector<real_t> m_forwardImpulse;
- Vector<real_t> m_sideImpulse;
- struct btVehicleWheelContactPoint {
- PhysicsDirectBodyState *m_s;
- PhysicsBody *m_body1;
- Vector3 m_frictionPositionWorld;
- Vector3 m_frictionDirectionWorld;
- real_t m_jacDiagABInv;
- real_t m_maxImpulse;
- btVehicleWheelContactPoint(PhysicsDirectBodyState *s, PhysicsBody *body1, const Vector3 &frictionPosWorld, const Vector3 &frictionDirectionWorld, real_t maxImpulse);
- };
- void _resolve_single_bilateral(PhysicsDirectBodyState *s, const Vector3 &pos1, PhysicsBody *body2, const Vector3 &pos2, const Vector3 &normal, real_t &impulse);
- real_t _calc_rolling_friction(btVehicleWheelContactPoint &contactPoint);
- void _update_friction(PhysicsDirectBodyState *s);
- void _update_suspension(PhysicsDirectBodyState *s);
- real_t _ray_cast(int p_idx, PhysicsDirectBodyState *s);
- void _update_wheel_transform(VehicleWheel &wheel, PhysicsDirectBodyState *s);
- void _update_wheel(int p_idx, PhysicsDirectBodyState *s);
- friend class VehicleWheel;
- Vector<VehicleWheel *> wheels;
- static void _bind_methods();
- void _direct_state_changed(Object *p_state);
- public:
- void set_mass(real_t p_mass);
- real_t get_mass() const;
- void set_friction(real_t p_friction);
- real_t get_friction() const;
- void set_engine_force(float p_engine_force);
- float get_engine_force() const;
- void set_brake(float p_brake);
- float get_brake() const;
- void set_steering(float p_steering);
- float get_steering() const;
- Vector3 get_linear_velocity() const;
- VehicleBody();
- };
- #endif // VEHICLE_BODY_H
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