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