godot/scene/3d/vehicle_body.h

143 lines
3.2 KiB
C++

#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<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;
VehicleBody();
};
#endif // VEHICLE_BODY_H