godot/scene/3d/vehicle_body.h
Juan Linietsky 1a2cb755e2 3D Physics and Other Stuff
-=-=-=-=-=-=-=-=-=-=-=-=-=

-New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too.
-A lot of fixes to the 3D physics engine
-Added KinematicBody with demo
-Fixed the space query API for 2D (demo will come soon). 3D is WIP.
-Fixed long-standing bug with body_enter/body_exit for Area and Area2D
-Performance variables now includes physics (active bodies, collision pairs and islands)
-Ability to see what's inside of instanced scenes!
-Fixed Blend Shapes (no bs+skeleton yet)
-Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha!
2014-09-02 23:13:40 -03:00

186 lines
4.3 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;
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;
VehicleWheel();
};
class VehicleBody : public PhysicsBody {
OBJ_TYPE(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_force);
float get_brake() const;
void set_steering(float p_steering);
float get_steering() const;
VehicleBody();
};
#endif // VEHICLE_BODY_H