godot/scene/3d/vehicle_body_3d.h
PouleyKetchoupp 6a9ed72185 Clean physics direct body state usage in 2D and 3D physics
Use a C++ callback instead of Callable for synchronizing physics nodes' state with physics servers.

Remove usage of PhysicsDirectBodyState in physics nodes when not
necessary.

Store PhysicsDirectBodyState for bodies individually instead of a
singleton to avoid issues when accessing direct body state for multiple
bodies.

PhysicsDirectBodyState is initialized only when needed, so it doesn't
have to be created when using the physics server directly.

Move PhysicsDirectBodyState2D and PhysicsDirectBodyState3D to separate
cpp files.
2021-08-25 08:57:42 -07:00

212 lines
7.1 KiB
C++

/*************************************************************************/
/* vehicle_body_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* the following conditions: */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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#ifndef VEHICLE_BODY_H
#define VEHICLE_BODY_H
#include "scene/3d/physics_body_3d.h"
class VehicleBody3D;
class VehicleWheel3D : public Node3D {
GDCLASS(VehicleWheel3D, Node3D);
friend class VehicleBody3D;
Transform3D m_worldTransform;
Transform3D local_xform;
bool engine_traction = false;
bool steers = false;
Vector3 m_chassisConnectionPointCS; //const
Vector3 m_wheelDirectionCS; //const
Vector3 m_wheelAxleCS; // const or modified by steering
real_t m_suspensionRestLength = 0.15;
real_t m_maxSuspensionTravelCm = 500.0;
real_t m_wheelRadius = 0.5;
real_t m_suspensionStiffness = 5.88;
real_t m_wheelsDampingCompression = 0.83;
real_t m_wheelsDampingRelaxation = 0.88;
real_t m_frictionSlip = 10.5;
real_t m_maxSuspensionForce = 6000.0;
bool m_bIsFrontWheel = false;
VehicleBody3D *body = nullptr;
//btVector3 m_wheelAxleCS; // const or modified by steering ?
real_t m_steering = 0.0;
real_t m_rotation = 0.0;
real_t m_deltaRotation = 0.0;
real_t m_rpm = 0.0;
real_t m_rollInfluence = 0.1;
real_t m_engineForce = 0.0;
real_t m_brake = 0.0;
real_t m_clippedInvContactDotSuspension = 1.0;
real_t m_suspensionRelativeVelocity = 0.0;
//calculated by suspension
real_t m_wheelsSuspensionForce = 0.0;
real_t m_skidInfo = 0.0;
struct RaycastInfo {
//set by raycaster
Vector3 m_contactNormalWS; //contactnormal
Vector3 m_contactPointWS; //raycast hitpoint
real_t m_suspensionLength = 0.0;
Vector3 m_hardPointWS; //raycast starting point
Vector3 m_wheelDirectionWS; //direction in worldspace
Vector3 m_wheelAxleWS; // axle in worldspace
bool m_isInContact = false;
PhysicsBody3D *m_groundObject = nullptr; //could be general void* ptr
} m_raycastInfo;
void _update(PhysicsDirectBodyState3D *s);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_radius(real_t p_radius);
real_t get_radius() const;
void set_suspension_rest_length(real_t p_length);
real_t get_suspension_rest_length() const;
void set_suspension_travel(real_t p_length);
real_t get_suspension_travel() const;
void set_suspension_stiffness(real_t p_value);
real_t get_suspension_stiffness() const;
void set_suspension_max_force(real_t p_value);
real_t get_suspension_max_force() const;
void set_damping_compression(real_t p_value);
real_t get_damping_compression() const;
void set_damping_relaxation(real_t p_value);
real_t get_damping_relaxation() const;
void set_friction_slip(real_t p_value);
real_t 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(real_t p_value);
real_t get_roll_influence() const;
real_t get_skidinfo() const;
real_t get_rpm() const;
void set_engine_force(real_t p_engine_force);
real_t get_engine_force() const;
void set_brake(real_t p_brake);
real_t get_brake() const;
void set_steering(real_t p_steering);
real_t get_steering() const;
TypedArray<String> get_configuration_warnings() const override;
VehicleWheel3D();
};
class VehicleBody3D : public RigidBody3D {
GDCLASS(VehicleBody3D, RigidBody3D);
real_t engine_force = 0.0;
real_t brake = 0.0;
real_t m_pitchControl = 0.0;
real_t m_steeringValue = 0.0;
real_t m_currentVehicleSpeedKmHour = 0.0;
Set<RID> exclude;
Vector<Vector3> m_forwardWS;
Vector<Vector3> m_axle;
Vector<real_t> m_forwardImpulse;
Vector<real_t> m_sideImpulse;
struct btVehicleWheelContactPoint {
PhysicsDirectBodyState3D *m_s = nullptr;
PhysicsBody3D *m_body1 = nullptr;
Vector3 m_frictionPositionWorld;
Vector3 m_frictionDirectionWorld;
real_t m_jacDiagABInv = 0.0;
real_t m_maxImpulse = 0.0;
btVehicleWheelContactPoint(PhysicsDirectBodyState3D *s, PhysicsBody3D *body1, const Vector3 &frictionPosWorld, const Vector3 &frictionDirectionWorld, real_t maxImpulse);
};
void _resolve_single_bilateral(PhysicsDirectBodyState3D *s, const Vector3 &pos1, PhysicsBody3D *body2, const Vector3 &pos2, const Vector3 &normal, real_t &impulse, const real_t p_rollInfluence);
real_t _calc_rolling_friction(btVehicleWheelContactPoint &contactPoint);
void _update_friction(PhysicsDirectBodyState3D *s);
void _update_suspension(PhysicsDirectBodyState3D *s);
real_t _ray_cast(int p_idx, PhysicsDirectBodyState3D *s);
void _update_wheel_transform(VehicleWheel3D &wheel, PhysicsDirectBodyState3D *s);
void _update_wheel(int p_idx, PhysicsDirectBodyState3D *s);
friend class VehicleWheel3D;
Vector<VehicleWheel3D *> wheels;
static void _bind_methods();
static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state);
virtual void _body_state_changed(PhysicsDirectBodyState3D *p_state) override;
public:
void set_engine_force(real_t p_engine_force);
real_t get_engine_force() const;
void set_brake(real_t p_brake);
real_t get_brake() const;
void set_steering(real_t p_steering);
real_t get_steering() const;
VehicleBody3D();
};
#endif // VEHICLE_BODY_H