#ifndef VEHICLE_BODY_H #define VEHICLE_BODY_H #include "scene/3d/physics_body.h" class VehicleBody; class VehicleWheel : public Spatial { OBJ_TYPE(VehicleWheel,Spatial); friend class VehicleBody; Transform m_worldTransform; Transform local_xform; 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: VehicleWheel(); }; class VehicleBody : public PhysicsBody { OBJ_TYPE(VehicleBody,PhysicsBody); real_t mass; real_t friction; Vector3 linear_velocity; Vector3 angular_velocity; bool ccd; real_t m_pitchControl; real_t m_steeringValue; real_t m_currentVehicleSpeedKmHour; Set exclude; Vector m_forwardWS; Vector m_axle; Vector m_forwardImpulse; Vector 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 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; VehicleBody(); }; #endif // VEHICLE_BODY_H