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+/**************************************************************************/
+/* vehicle_body_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef VEHICLE_BODY_3D_H
+#define VEHICLE_BODY_3D_H
+
+#include "scene/3d/physics/physics_body_3d.h"
+#include "scene/3d/physics/rigid_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_maxSuspensionTravel = 0.2;
+ 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;
+
+ Node3D *get_contact_body() 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;
+
+ PackedStringArray 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;
+
+ HashSet<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_3D_H