#include #include "vtPhysXAll.h" #include void pWheel2::_tick(float dt) { NxWheelShape *wShape = getWheelShape(); if (!wShape) return; NxVec3 _localVelocity; bool _breaking=false; ////////////////////////////////////////////////////////////////////////// // // // NxWheelContactData wcd; NxShape* contactShape = wShape->getContact(wcd); if (contactShape) { NxVec3 relativeVelocity; if ( !contactShape->getActor().isDynamic()) { relativeVelocity = getActor()->getLinearVelocity(); } else { relativeVelocity = getActor()->getLinearVelocity() - contactShape->getActor().getLinearVelocity(); } NxQuat rotation = getActor()->getGlobalOrientationQuat(); _localVelocity = relativeVelocity; rotation.inverseRotate(_localVelocity); _breaking = false; //NxMath::abs(_localVelocity.z) < ( 0.1 ); // wShape->setAxleSpeed() } float rollAngle = getWheelRollAngle(); rollAngle+=wShape->getAxleSpeed() * (dt* 0.01f); //rollAngle+=wShape->getAxleSpeed() * (1.0f/60.0f /*dt* 0.01f*/); while (rollAngle > NxTwoPi) //normally just 1x rollAngle-= NxTwoPi; while (rollAngle< -NxTwoPi) //normally just 1x rollAngle+= NxTwoPi; setWheelRollAngle(rollAngle); NxMat34& wheelPose = wShape->getGlobalPose(); NxReal stravel = wShape->getSuspensionTravel(); NxReal radius = wShape->getRadius(); //have ground contact? if( contactShape && wcd.contactPosition <= (stravel + radius) ) { wheelPose.t = NxVec3( wheelPose.t.x, wcd.contactPoint.y + getRadius(), wheelPose.t.z ); } else { wheelPose.t = NxVec3( wheelPose.t.x, wheelPose.t.y - getSuspensionTravel(), wheelPose.t.z ); } float rAngle = getWheelRollAngle(); float steer = wShape->getSteerAngle(); NxVec3 p0; NxVec3 dir; /* getWorldSegmentFast(seg); seg.computeDirection(dir); dir.normalize(); */ NxReal r = wShape->getRadius(); NxReal st = wShape->getSuspensionTravel(); NxReal steerAngle = wShape->getSteerAngle(); p0 = wheelPose.t; //cast from shape origin wheelPose.M.getColumn(1, dir); dir = -dir; //cast along -Y. NxReal castLength = r + st; //cast ray this long NxMat33 rot, axisRot, rollRot; rot.rotY( wShape->getSteerAngle() ); axisRot.rotY(0); rollRot.rotX(rAngle); wheelPose.M = rot * wheelPose.M * axisRot * rollRot; setWheelPose(wheelPose); } pWheelContactData* pWheel2::getContact() { NxWheelShape *wShape = getWheelShape(); if (!wShape) { return new pWheelContactData(); } NxWheelContactData wcd; NxShape* contactShape = wShape->getContact(wcd); pWheelContactData result; result.contactEntity = NULL; if (contactShape) { result.contactForce = wcd.contactForce; result.contactNormal = getFrom(wcd.contactNormal); result.contactPoint= getFrom(wcd.contactPoint); result.contactPosition= wcd.contactPosition; result.lateralDirection= getFrom(wcd.lateralDirection); result.lateralImpulse= wcd.lateralImpulse; result.lateralSlip = wcd.lateralSlip; result.longitudalDirection = getFrom(wcd.longitudalDirection); result.longitudalImpulse = wcd.longitudalImpulse; result.longitudalSlip= wcd.longitudalSlip; pSubMeshInfo *sInfo = static_cast(contactShape->userData); if (sInfo->entID) { CKObject *obj = (CKObject*)GetPMan()->m_Context->GetObject(sInfo->entID); if (obj) { result.contactEntity = (CK3dEntity*)obj; }else { result.contactEntity = NULL; } } result.otherShapeMaterialIndex = contactShape->getMaterial(); NxMaterial* otherMaterial = contactShape->getActor().getScene().getMaterialFromIndex(contactShape->getMaterial()); if (otherMaterial) { pFactory::Instance()->copyTo(result.otherMaterial,otherMaterial); } } return &result; } void pWheel2::_updateVirtoolsEntity(bool position,bool rotation) { CK3dEntity *ent = static_cast(GetPMan()->GetContext()->GetObject(getEntID())); if (ent && position) { NxWheelShape *wShape = getWheelShape(); NxMat34 pose = wShape->getGlobalPose(); NxWheelContactData wcd; NxShape* contactShape = wShape->getContact(wcd); NxVec3 suspensionOffsetDirection; pose.M.getColumn(1, suspensionOffsetDirection); suspensionOffsetDirection =-suspensionOffsetDirection; if (contactShape && wcd.contactForce > -1000) { NxVec3 toContact = wcd.contactPoint - pose.t; double alongLength = suspensionOffsetDirection.dot(toContact); NxVec3 across = toContact - alongLength * suspensionOffsetDirection; double r = wShape->getRadius(); double pullBack = sqrt(r*r - across.dot(across)); pose.t += (alongLength - pullBack) * suspensionOffsetDirection; } else { pose.t += wShape->getSuspensionTravel() * suspensionOffsetDirection; } VxVector oPos = getFrom(pose.t); ent->SetPosition(&oPos); if (hasGroundContact()) { NxWheelShape *wShape = getWheelShape(); NxMat34& wheelPose = wShape->getGlobalPose(); /* NxWheelContactData wcd; NxShape* cShape = wShape->getContact(wcd); NxReal stravel = wShape->getSuspensionTravel(); NxReal radius = wShape->getRadius(); VxVector gPos = getFrom(getWheelPose().t); /* if( cShape && wcd.contactPosition <= (stravel + radius) ) { }*/ ////////////////////////////////////////////////////////////////////////// /*VxVector gPos = getFrom(getWheelPose().t); //gPos*=-1.0f; gPos -=getWheelPos(); V 3. xVector gPos2 = getFrom(getWheelShape()->getLocalPose().t); ent->SetPosition(&gPos2,getBody()->GetVT3DObject()); */ }else { // VxVector gPos = getWheelPos(); // ent->SetPosition(&gPos,getBody()->GetVT3DObject()); } } if (ent && rotation) { //float rollAngle = getWheelRollAngle(); //rollAngle+=wShape->getAxleSpeed() * (dt* 0.01f); VxQuaternion rot = pMath::getFrom( getWheelPose().M ); ent->SetQuaternion(&rot,NULL); } /* NxWheelShape *wShape = getWheelShape(); while (rollAngle > NxTwoPi) //normally just 1x rollAngle-= NxTwoPi; while (rollAngle< -NxTwoPi) //normally just 1x rollAngle+= NxTwoPi; setWheelRollAngle(rollAngle); NxMat34& wheelPose = wShape->getGlobalPose(); NxWheelContactData wcd; NxShape* cShape = wShape->getContact(wcd); NxReal stravel = wShape->getSuspensionTravel(); NxReal radius = wShape->getRadius(); //have ground contact? if( cShape && wcd.contactPosition <= (stravel + radius) ) { wheelPose.t = NxVec3( wheelPose.t.x, wcd.contactPoint.y + getRadius(), wheelPose.t.z ); } else { wheelPose.t = NxVec3( wheelPose.t.x, wheelPose.t.y - getSuspensionTravel(), wheelPose.t.z ); } float rAngle = rollAngle; float steer = wShape->getSteerAngle(); NxMat33 rot, axisRot, rollRot; rot.rotY( wShape->getSteerAngle() ); axisRot.rotY(0); rollRot.rotX(rollAngle); wheelPose.M = rot * wheelPose.M * axisRot * rollRot; setWheelPose(wheelPose); */ } void pWheel2::_updateAgeiaShape(bool position,bool rotation) { } float pWheel2::getRadius()const { return mWheelShape->getRadius(); } float pWheel2::getRpm() const { float a = NxMath::abs(mWheelShape->getAxleSpeed())/NxTwoPi * 60.0f; if (getVehicle()) { float b = NxMath::abs(mWheelShape->getAxleSpeed())/NxTwoPi * getVehicle()->_lastDT; return b; } return NxMath::abs(mWheelShape->getAxleSpeed())/NxTwoPi * 60.0f; } VxVector pWheel2::getWheelPos() const { return getFrom(mWheelShape->getLocalPosition()); } void pWheel2::setAngle(float angle) { mWheelShape->setSteerAngle(-angle); } NxActor*pWheel2::getTouchedActor()const { NxWheelContactData wcd; NxShape * s = mWheelShape->getContact(wcd); if (s) { if (&s->getActor()) { return &s->getActor(); }else { return NULL; } }else { return NULL; } return NULL; //return s ? &s->getActor() : NULL; } float pWheel2::getAxleSpeed()const { if (mWheelShape) { return mWheelShape->getAxleSpeed(); } return -1.f; } bool pWheel2::hasGroundContact() const { return getTouchedActor() != NULL; } void pWheel2::tick(bool handBrake, float motorTorque, float brakeTorque, float dt) { if(handBrake && getWheelFlag(WF_AffectedByHandbrake)) brakeTorque = 1000.0f; if(getWheelFlag(WF_Accelerated)) mWheelShape->setMotorTorque(motorTorque); mWheelShape->setBrakeTorque(brakeTorque); NxWheelShape *wShape = getWheelShape(); float rollAngle = getWheelRollAngle(); rollAngle+=wShape->getAxleSpeed() * (dt* 0.01f); while (rollAngle > NxTwoPi) //normally just 1x rollAngle-= NxTwoPi; while (rollAngle< -NxTwoPi) //normally just 1x rollAngle+= NxTwoPi; setWheelRollAngle(rollAngle); NxMat34& wheelPose = wShape->getGlobalPose(); NxWheelContactData wcd; NxShape* cShape = wShape->getContact(wcd); NxReal stravel = wShape->getSuspensionTravel(); NxReal radius = wShape->getRadius(); //have ground contact? if( cShape && wcd.contactPosition <= (stravel + radius) ) { wheelPose.t = NxVec3( wheelPose.t.x, wcd.contactPoint.y + getRadius(), wheelPose.t.z ); } else { wheelPose.t = NxVec3( wheelPose.t.x, wheelPose.t.y - getSuspensionTravel(), wheelPose.t.z ); } float rAngle = rollAngle; float steer = wShape->getSteerAngle(); NxMat33 rot, axisRot, rollRot; rot.rotY( wShape->getSteerAngle() ); axisRot.rotY(0); rollRot.rotX(rollAngle); wheelPose.M = rot * wheelPose.M * axisRot * rollRot; setWheelPose(wheelPose); } VxVector pWheel2::getGroundContactPos()const { VxVector pos = getWheelPos()+VxVector(0, -mWheelShape->getRadius(), 0); if (pos.Magnitude()) { int op2 = 0 ; op2++; } return pos; } float pWheel2::getSuspensionTravel()const { if (mWheelShape) { return mWheelShape->getSuspensionTravel(); } return 0.0f; } bool pWheel2::setSuspensionSpring(const pSpring& spring) { NxSpringDesc sLimit; sLimit.damper = spring.damper;sLimit.spring=spring.spring;sLimit.targetValue=spring.targetValue; if (!sLimit.isValid())return false; NxWheelShape *wShape = getWheelShape(); if (!wShape) { return false; } wShape->setSuspension(sLimit); return true; } void pWheel2::setAxleSpeed(float speed) { getWheelShape()->setAxleSpeed(speed); } void pWheel2::setMotorTorque(float torque) { getWheelShape()->setMotorTorque(torque); } void pWheel2::setBreakTorque(float torque) { getWheelShape()->setBrakeTorque(torque); } void pWheel2::setSuspensionTravel(float travel) { getWheelShape()->setSuspensionTravel(travel); } pWheel2::pWheel2(pRigidBody *body, pWheelDescr *descr) : pWheel(body,descr) { this->setBody(body); mWheelShape = NULL; mWheelFlags = descr->wheelFlags; _wheelRollAngle = 0.0f; mVehicle = NULL; }