Files
fishtanks/src/Physics/VehicleSetup.cpp
T
ViktorLjung 70960c9eba Jeep working
2014-06-04 15:43:20 +02:00

303 lines
12 KiB
C++

#include "PrecompiledHeader.h"
#include "Physics/VehicleSetup.h"
void VehicleSetup::buildVehicle(World *world, const hkpWorld* physicsWorld, hkpVehicleInstance& vehicle, EntityID vehicleEntity, std::vector<EntityID> wheelEntities)
{
auto vehicleComponent = world->GetComponent<Components::Vehicle>(vehicleEntity);
auto tankSteeringComponent = world->GetComponent<Components::TankSteering>(vehicleEntity);
WheelData wheelData;
for (int i = 0; i < wheelEntities.size(); i++)
{
wheelData.WheelComponent = world->GetComponent<Components::Wheel>(wheelEntities[i]);
wheelData.TransformComponent = world->GetComponent<Components::Transform>(wheelEntities[i]);
m_Wheels.push_back(wheelData);
}
//
// All memory allocations are made here.
//
vehicle.m_data = new hkpVehicleData;
vehicle.m_driverInput = new hkpVehicleDefaultAnalogDriverInput;
if(tankSteeringComponent)
{
vehicle.m_steering = new TankSteering;
}
else
{
vehicle.m_steering = new hkpVehicleDefaultSteering;
}
vehicle.m_engine = new hkpVehicleDefaultEngine;
vehicle.m_transmission = new hkpVehicleDefaultTransmission;
vehicle.m_brake = new hkpVehicleDefaultBrake;
vehicle.m_suspension = new hkpVehicleDefaultSuspension;
vehicle.m_aerodynamics = new hkpVehicleDefaultAerodynamics;
vehicle.m_velocityDamper = new hkpVehicleDefaultVelocityDamper;
// For illustrative purposes we use a custom hkpVehicleRayCastWheelCollide
// which implements varying 'ground' friction in a very simple way.
vehicle.m_wheelCollide = new hkpVehicleRayCastWheelCollide;
setupVehicleData(physicsWorld, *vehicle.m_data);
setupComponent(*vehicle.m_data, *static_cast<hkpVehicleDefaultAnalogDriverInput*>(vehicle.m_driverInput));
setupComponent(*vehicle.m_data, *static_cast<hkpVehicleDefaultSteering*>(vehicle.m_steering), *vehicleComponent);
setupComponent(*vehicle.m_data, *static_cast<hkpVehicleDefaultEngine*>(vehicle.m_engine), *vehicleComponent);
setupComponent(*vehicle.m_data, *static_cast<hkpVehicleDefaultTransmission*>(vehicle.m_transmission), *vehicleComponent);
setupComponent(*vehicle.m_data, *static_cast<hkpVehicleDefaultBrake*>(vehicle.m_brake), *vehicleComponent);
setupComponent(*vehicle.m_data, *static_cast<hkpVehicleDefaultSuspension*>(vehicle.m_suspension), *vehicleComponent);
setupComponent(*vehicle.m_data, *static_cast<hkpVehicleDefaultAerodynamics*>(vehicle.m_aerodynamics), *vehicleComponent);
setupComponent(*vehicle.m_data, *static_cast<hkpVehicleDefaultVelocityDamper*>(vehicle.m_velocityDamper), *vehicleComponent);
setupWheelCollide(physicsWorld, vehicle, *static_cast<hkpVehicleRayCastWheelCollide*>(vehicle.m_wheelCollide));
//
// Check that all components are present.
//
HK_ASSERT(0x0 , vehicle.m_data);
HK_ASSERT(0x7708674a, vehicle.m_driverInput);
HK_ASSERT(0x5a324a2d, vehicle.m_steering);
HK_ASSERT(0x7bcb2aff, vehicle.m_engine);
HK_ASSERT(0x29bddb50, vehicle.m_transmission);
HK_ASSERT(0x2b0323a2, vehicle.m_brake);
HK_ASSERT(0x7a7ade23, vehicle.m_suspension);
HK_ASSERT(0x6ec4d0ed, vehicle.m_aerodynamics);
HK_ASSERT(0x67161206, vehicle.m_wheelCollide);
//
// Set up any variables that store cached data.
//
// Give driver input default values so that the vehicle (if this input is a default for non
// player cars) will drive, even if it is in circles!
// Steering Defaults
vehicle.m_deviceStatus = new hkpVehicleDriverInputAnalogStatus;
hkpVehicleDriverInputAnalogStatus* deviceStatus = (hkpVehicleDriverInputAnalogStatus*)vehicle.m_deviceStatus;
deviceStatus->m_positionY = 0.f;
deviceStatus->m_positionX = 0.f;
deviceStatus->m_handbrakeButtonPressed = false;
deviceStatus->m_reverseButtonPressed = false;
//
// Don't forget to call init! (This function is necessary to set up derived data)
//
vehicle.init();
}
void VehicleSetup::setupVehicleData(const hkpWorld* world, hkpVehicleData& data )
{
data.m_gravity = world->getGravity();
//
// The vehicleData contains information about the chassis.
//
// The coordinates of the chassis system, used for steering the vehicle.
// up forward right
data.m_chassisOrientation.setCols(hkVector4(0, 1, 0), hkVector4(0, 0, -1), hkVector4(1, 0, 0));
data.m_frictionEqualizer = 0.5f;
// Inertia tensor for each axis is calculated by using :
// (1 / chassis_mass) * (torque(axis)Factor / chassisUnitInertia)
data.m_torqueRollFactor = 0.625f;
data.m_torquePitchFactor = 0.5f;
data.m_torqueYawFactor = 0.35f;
data.m_chassisUnitInertiaYaw = 0.8f;
data.m_chassisUnitInertiaRoll = 1.0f;
data.m_chassisUnitInertiaPitch = 2.0f;
// Adds or removes torque around the yaw axis
// based on the current steering angle. This will
// affect steering.
data.m_extraTorqueFactor = -0.5f;
data.m_maxVelocityForPositionalFriction = 0.0f;
//
// Wheel specifications
//
data.m_numWheels = m_Wheels.size();
data.m_wheelParams.setSize(data.m_numWheels);
for (int i = 0; i < m_Wheels.size(); i++)
{
data.m_wheelParams[i].m_axle = m_Wheels[i].WheelComponent->AxleID;
data.m_wheelParams[i].m_friction = m_Wheels[i].WheelComponent->Friction;
data.m_wheelParams[i].m_slipAngle = m_Wheels[i].WheelComponent->SlipAngle;
// This value is also used to calculate the m_primaryTransmissionRatio.
data.m_wheelParams[i].m_radius = m_Wheels[i].WheelComponent->Radius;
data.m_wheelParams[i].m_width = m_Wheels[i].WheelComponent->Width;
data.m_wheelParams[i].m_mass = m_Wheels[i].WheelComponent->Mass;
// May be in wheelcomponent later
data.m_wheelParams[i].m_viscosityFriction = 0.25f;
data.m_wheelParams[i].m_maxFriction = 2.0f * data.m_wheelParams[i].m_friction;
data.m_wheelParams[i].m_forceFeedbackMultiplier = 0.1f;
data.m_wheelParams[i].m_maxContactBodyAcceleration = hkReal(data.m_gravity.length3()) * 2;
}
}
void VehicleSetup::setupComponent(const hkpVehicleData& data, hkpVehicleDefaultAnalogDriverInput& driverInput)
{
// We also use an analog "driver input" class to help converting user input to vehicle behavior.
driverInput.m_slopeChangePointX = 0.8f;
driverInput.m_initialSlope = 0.7f;
driverInput.m_deadZone = 0.0f;
driverInput.m_autoReverse = true;
}
void VehicleSetup::setupComponent(const hkpVehicleData& data, hkpVehicleDefaultSteering& steering, Components::Vehicle vehicleComponent )
{
steering.m_doesWheelSteer.setSize(data.m_numWheels);
// degrees
steering.m_maxSteeringAngle = vehicleComponent.MaxSteeringAngle * (HK_REAL_PI / 180);
// [mph/h] The steering angle decreases linearly
// based on your overall max speed of the vehicle.
steering.m_maxSpeedFullSteeringAngle = vehicleComponent.MaxSpeedFullSteeringAngle; // * (1.605f / 3.6f); //MPH???!
for (int i = 0; i < m_Wheels.size(); i++)
{
steering.m_doesWheelSteer[i] = m_Wheels[i].WheelComponent->Steering;
}
}
void VehicleSetup::setupComponent(const hkpVehicleData& data, hkpVehicleDefaultEngine& engine, Components::Vehicle vehicleComponent)
{
engine.m_maxTorque = vehicleComponent.MaxTorque;
engine.m_minRPM = vehicleComponent.MinRPM;
engine.m_optRPM = vehicleComponent.OptimalRPM;
// This value is also used to calculate the m_primaryTransmissionRatio.
engine.m_maxRPM = vehicleComponent.MaxRPM;
engine.m_torqueFactorAtMinRPM = 0.8f;
engine.m_torqueFactorAtMaxRPM = 0.8f;
engine.m_resistanceFactorAtMinRPM = 0.05f;
engine.m_resistanceFactorAtOptRPM = 0.1f;
engine.m_resistanceFactorAtMaxRPM = 0.3f;
}
void VehicleSetup::setupComponent(const hkpVehicleData& data, hkpVehicleDefaultTransmission& transmission, Components::Vehicle vehicleComponent )
{
int numberOfGears = 4;
transmission.m_gearsRatio.setSize(numberOfGears);
transmission.m_wheelsTorqueRatio.setSize(data.m_numWheels);
transmission.m_downshiftRPM = vehicleComponent.DownshiftRPM; //HACK: Should be in VehicleComponent
transmission.m_upshiftRPM = vehicleComponent.UpshiftRPM;
transmission.m_clutchDelayTime = 0.0f;
transmission.m_reverseGearRatio = 1.0f;
transmission.m_gearsRatio[0] = vehicleComponent.gearsRatio0;
transmission.m_gearsRatio[1] = vehicleComponent.gearsRatio1;
transmission.m_gearsRatio[2] = vehicleComponent.gearsRatio2;
transmission.m_gearsRatio[3] = vehicleComponent.gearsRatio3;
for(int i = 0; i < m_Wheels.size(); i++)
{
// The wheels total TorqueRatio must be equal to 1
transmission.m_wheelsTorqueRatio[i] = m_Wheels[i].WheelComponent->TorqueRatio;
}
transmission.m_primaryTransmissionRatio = hkpVehicleDefaultTransmission::calculatePrimaryTransmissionRatioKPH(
vehicleComponent.TopSpeed,
m_Wheels[0].WheelComponent->Radius, // HACK: All wheels are the same size right?
vehicleComponent.MaxRPM,
transmission.m_gearsRatio[numberOfGears - 1]);
}
void VehicleSetup::setupComponent(const hkpVehicleData& data, hkpVehicleDefaultBrake& brake, Components::Vehicle vehicleComponent )
{
brake.m_wheelBrakingProperties.setSize(data.m_numWheels);
for (int i = 0; i < m_Wheels.size(); i++)
{
brake.m_wheelBrakingProperties[i].m_maxBreakingTorque = m_Wheels[i].WheelComponent->MaxBreakingTorque;
brake.m_wheelBrakingProperties[i].m_isConnectedToHandbrake = m_Wheels[i].WheelComponent->ConnectedToHandbrake;
brake.m_wheelBrakingProperties[i].m_minPedalInputToBlock = 0.9f;
}
brake.m_wheelsMinTimeToBlock = 1000.0f;
}
void VehicleSetup::setupComponent(const hkpVehicleData& data, hkpVehicleDefaultSuspension& suspension, Components::Vehicle vehicleComponent)
{
suspension.m_wheelParams.setSize(data.m_numWheels);
suspension.m_wheelSpringParams.setSize(data.m_numWheels);
for (int i = 0; i < m_Wheels.size(); i++)
{
float suspensionLength = glm::length(m_Wheels[i].TransformComponent->Position - m_Wheels[i].WheelComponent->Hardpoint);
suspension.m_wheelParams[i].m_length = suspensionLength;
suspension.m_wheelSpringParams[i].m_strength = m_Wheels[i].WheelComponent->SuspensionStrength;
suspension.m_wheelSpringParams[i].m_dampingCompression = vehicleComponent.SpringDamping;
suspension.m_wheelSpringParams[i].m_dampingRelaxation = vehicleComponent.SpringDamping;
suspension.m_wheelParams[i].m_hardpointChassisSpace.set(m_Wheels[i].WheelComponent->Hardpoint.x, m_Wheels[i].WheelComponent->Hardpoint.y, m_Wheels[i].WheelComponent->Hardpoint.z);
suspension.m_wheelParams[i].m_directionChassisSpace = hkVector4(m_Wheels[i].WheelComponent->DownDirection.x, m_Wheels[i].WheelComponent->DownDirection.y, m_Wheels[i].WheelComponent->DownDirection.z);
}
}
void VehicleSetup::setupComponent(const hkpVehicleData& data, hkpVehicleDefaultAerodynamics& aerodynamics, Components::Vehicle vehicleComponent )
{
aerodynamics.m_airDensity = 1.3f;
// In m^2.
aerodynamics.m_frontalArea = 1.0f;
aerodynamics.m_dragCoefficient = 0.7f;
aerodynamics.m_liftCoefficient = -0.3f;
// Extra gavity applies in world space (independent of m_chassisCoordinateSystem).
aerodynamics.m_extraGravityws.set(0.0f, -8.0f, 0.0f); // fuck this shit
}
void VehicleSetup::setupComponent(const hkpVehicleData& data, hkpVehicleDefaultVelocityDamper& velocityDamper, Components::Vehicle vehicleComponent)
{
// Caution: setting negative damping values will add energy to system.
// Setting the value to 0 will not affect the angular velocity.
// Damping the change of the chassis angular velocity when below m_collisionThreshold.
// This will affect turning radius and steering.
velocityDamper.m_normalSpinDamping = 0.0f;
// Positive numbers dampen the rotation of the chassis and
// reduce the reaction of the chassis in a collision.
velocityDamper.m_collisionSpinDamping = 4.0f;
// The threshold in m/s at which the algorithm switches from
// using the normalSpinDamping to the collisionSpinDamping.
velocityDamper.m_collisionThreshold = 1.0f;
}
void VehicleSetup::setupWheelCollide(const hkpWorld* world, const hkpVehicleInstance& vehicle, hkpVehicleRayCastWheelCollide& wheelCollide)
{
// Set the wheels to have the same collision filter info as the chassis.
wheelCollide.m_wheelCollisionFilterInfo = vehicle.getChassis()->getCollisionFilterInfo();
}