diff options
author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2020-05-14 23:09:03 +0200 |
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committer | GitHub <noreply@github.com> | 2020-05-14 23:09:03 +0200 |
commit | 00949f0c5fcc6a4f8382a4a97d5591fd9ec380f8 (patch) | |
tree | 2b1c31f45add24085b64425ce440f577424c16a1 /scene/3d/vehicle_body_3d.cpp | |
parent | 5046f666a1181675b39f156c38346525dc1c444e (diff) | |
parent | 0ee0fa42e6639b6fa474b7cf6afc6b1a78142185 (diff) |
Merge pull request #38738 from akien-mga/cause-we-never-go-out-of-style
Style: Remove new line at block start, enforce line between functions, enforce braces in if and loop blocks
Diffstat (limited to 'scene/3d/vehicle_body_3d.cpp')
-rw-r--r-- | scene/3d/vehicle_body_3d.cpp | 94 |
1 files changed, 29 insertions, 65 deletions
diff --git a/scene/3d/vehicle_body_3d.cpp b/scene/3d/vehicle_body_3d.cpp index 66fcf0e40b..9c6b940b00 100644 --- a/scene/3d/vehicle_body_3d.cpp +++ b/scene/3d/vehicle_body_3d.cpp @@ -79,12 +79,11 @@ public: }; void VehicleWheel3D::_notification(int p_what) { - if (p_what == NOTIFICATION_ENTER_TREE) { - VehicleBody3D *cb = Object::cast_to<VehicleBody3D>(get_parent()); - if (!cb) + if (!cb) { return; + } body = cb; local_xform = get_transform(); cb->wheels.push_back(this); @@ -94,10 +93,10 @@ void VehicleWheel3D::_notification(int p_what) { m_wheelAxleCS = get_transform().basis.get_axis(Vector3::AXIS_X).normalized(); } if (p_what == NOTIFICATION_EXIT_TREE) { - VehicleBody3D *cb = Object::cast_to<VehicleBody3D>(get_parent()); - if (!cb) + if (!cb) { return; + } cb->wheels.erase(this); body = nullptr; } @@ -112,7 +111,6 @@ String VehicleWheel3D::get_configuration_warning() const { } void VehicleWheel3D::_update(PhysicsDirectBodyState3D *s) { - if (m_raycastInfo.m_isInContact) { @@ -145,77 +143,68 @@ void VehicleWheel3D::_update(PhysicsDirectBodyState3D *s) { } void VehicleWheel3D::set_radius(float p_radius) { - m_wheelRadius = p_radius; update_gizmo(); } float VehicleWheel3D::get_radius() const { - return m_wheelRadius; } void VehicleWheel3D::set_suspension_rest_length(float p_length) { - m_suspensionRestLength = p_length; update_gizmo(); } -float VehicleWheel3D::get_suspension_rest_length() const { +float VehicleWheel3D::get_suspension_rest_length() const { return m_suspensionRestLength; } void VehicleWheel3D::set_suspension_travel(float p_length) { - m_maxSuspensionTravelCm = p_length / 0.01; } -float VehicleWheel3D::get_suspension_travel() const { +float VehicleWheel3D::get_suspension_travel() const { return m_maxSuspensionTravelCm * 0.01; } void VehicleWheel3D::set_suspension_stiffness(float p_value) { - m_suspensionStiffness = p_value; } -float VehicleWheel3D::get_suspension_stiffness() const { +float VehicleWheel3D::get_suspension_stiffness() const { return m_suspensionStiffness; } void VehicleWheel3D::set_suspension_max_force(float p_value) { - m_maxSuspensionForce = p_value; } -float VehicleWheel3D::get_suspension_max_force() const { +float VehicleWheel3D::get_suspension_max_force() const { return m_maxSuspensionForce; } void VehicleWheel3D::set_damping_compression(float p_value) { - m_wheelsDampingCompression = p_value; } -float VehicleWheel3D::get_damping_compression() const { +float VehicleWheel3D::get_damping_compression() const { return m_wheelsDampingCompression; } void VehicleWheel3D::set_damping_relaxation(float p_value) { - m_wheelsDampingRelaxation = p_value; } -float VehicleWheel3D::get_damping_relaxation() const { +float VehicleWheel3D::get_damping_relaxation() const { return m_wheelsDampingRelaxation; } void VehicleWheel3D::set_friction_slip(float p_value) { - m_frictionSlip = p_value; } -float VehicleWheel3D::get_friction_slip() const { +float VehicleWheel3D::get_friction_slip() const { return m_frictionSlip; } @@ -232,7 +221,6 @@ bool VehicleWheel3D::is_in_contact() const { } void VehicleWheel3D::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_radius", "length"), &VehicleWheel3D::set_radius); ClassDB::bind_method(D_METHOD("get_radius"), &VehicleWheel3D::get_radius); @@ -303,65 +291,54 @@ void VehicleWheel3D::_bind_methods() { } void VehicleWheel3D::set_engine_force(float p_engine_force) { - m_engineForce = p_engine_force; } float VehicleWheel3D::get_engine_force() const { - return m_engineForce; } void VehicleWheel3D::set_brake(float p_brake) { - m_brake = p_brake; } -float VehicleWheel3D::get_brake() const { +float VehicleWheel3D::get_brake() const { return m_brake; } void VehicleWheel3D::set_steering(float p_steering) { - m_steering = p_steering; } -float VehicleWheel3D::get_steering() const { +float VehicleWheel3D::get_steering() const { return m_steering; } void VehicleWheel3D::set_use_as_traction(bool p_enable) { - engine_traction = p_enable; } bool VehicleWheel3D::is_used_as_traction() const { - return engine_traction; } void VehicleWheel3D::set_use_as_steering(bool p_enabled) { - steers = p_enabled; } bool VehicleWheel3D::is_used_as_steering() const { - return steers; } float VehicleWheel3D::get_skidinfo() const { - return m_skidInfo; } float VehicleWheel3D::get_rpm() const { - return m_rpm; } VehicleWheel3D::VehicleWheel3D() { - steers = false; engine_traction = false; m_steering = real_t(0.); @@ -389,7 +366,6 @@ VehicleWheel3D::VehicleWheel3D() { } void VehicleBody3D::_update_wheel_transform(VehicleWheel3D &wheel, PhysicsDirectBodyState3D *s) { - wheel.m_raycastInfo.m_isInContact = false; Transform chassisTrans = s->get_transform(); @@ -406,7 +382,6 @@ void VehicleBody3D::_update_wheel_transform(VehicleWheel3D &wheel, PhysicsDirect } void VehicleBody3D::_update_wheel(int p_idx, PhysicsDirectBodyState3D *s) { - VehicleWheel3D &wheel = *wheels[p_idx]; _update_wheel_transform(wheel, s); @@ -431,7 +406,6 @@ void VehicleBody3D::_update_wheel(int p_idx, PhysicsDirectBodyState3D *s) { } real_t VehicleBody3D::_ray_cast(int p_idx, PhysicsDirectBodyState3D *s) { - VehicleWheel3D &wheel = *wheels[p_idx]; _update_wheel_transform(wheel, s); @@ -462,8 +436,9 @@ real_t VehicleBody3D::_ray_cast(int p_idx, PhysicsDirectBodyState3D *s) { wheel.m_raycastInfo.m_contactNormalWS = rr.normal; wheel.m_raycastInfo.m_isInContact = true; - if (rr.collider) + if (rr.collider) { wheel.m_raycastInfo.m_groundObject = Object::cast_to<PhysicsBody3D>(rr.collider); + } real_t hitDistance = param * raylen; wheel.m_raycastInfo.m_suspensionLength = hitDistance - wheel.m_wheelRadius; @@ -514,7 +489,6 @@ real_t VehicleBody3D::_ray_cast(int p_idx, PhysicsDirectBodyState3D *s) { } void VehicleBody3D::_update_suspension(PhysicsDirectBodyState3D *s) { - real_t chassisMass = mass; for (int w_it = 0; w_it < wheels.size(); w_it++) { @@ -560,7 +534,6 @@ void VehicleBody3D::_update_suspension(PhysicsDirectBodyState3D *s) { //bilateral constraint between two dynamic objects void VehicleBody3D::_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 normalLenSqr = normal.length_squared(); //ERR_FAIL_COND( normalLenSqr < real_t(1.1)); @@ -571,15 +544,17 @@ void VehicleBody3D::_resolve_single_bilateral(PhysicsDirectBodyState3D *s, const Vector3 rel_pos1 = pos1 - s->get_transform().origin; Vector3 rel_pos2; - if (body2) + if (body2) { rel_pos2 = pos2 - body2->get_global_transform().origin; + } //this jacobian entry could be re-used for all iterations Vector3 vel1 = s->get_linear_velocity() + (s->get_angular_velocity()).cross(rel_pos1); // * mPos); Vector3 vel2; - if (body2) + if (body2) { vel2 = body2->get_linear_velocity() + body2->get_angular_velocity().cross(rel_pos2); + } Vector3 vel = vel1 - vel2; @@ -668,15 +643,15 @@ VehicleBody3D::btVehicleWheelContactPoint::btVehicleWheelContactPoint(PhysicsDir } real_t VehicleBody3D::_calc_rolling_friction(btVehicleWheelContactPoint &contactPoint) { - real_t j1 = 0.f; const Vector3 &contactPosWorld = contactPoint.m_frictionPositionWorld; Vector3 rel_pos1 = contactPosWorld - contactPoint.m_s->get_transform().origin; Vector3 rel_pos2; - if (contactPoint.m_body1) + if (contactPoint.m_body1) { rel_pos2 = contactPosWorld - contactPoint.m_body1->get_global_transform().origin; + } real_t maxImpulse = contactPoint.m_maxImpulse; @@ -699,11 +674,11 @@ real_t VehicleBody3D::_calc_rolling_friction(btVehicleWheelContactPoint &contact static const real_t sideFrictionStiffness2 = real_t(1.0); void VehicleBody3D::_update_friction(PhysicsDirectBodyState3D *s) { - //calculate the impulse, so that the wheels don't move sidewards int numWheel = wheels.size(); - if (!numWheel) + if (!numWheel) { return; + } m_forwardWS.resize(numWheel); m_axle.resize(numWheel); @@ -717,13 +692,10 @@ void VehicleBody3D::_update_friction(PhysicsDirectBodyState3D *s) { } { - for (int i = 0; i < wheels.size(); i++) { - VehicleWheel3D &wheelInfo = *wheels[i]; if (wheelInfo.m_raycastInfo.m_isInContact) { - //const btTransform& wheelTrans = getWheelTransformWS( i ); Basis wheelBasis0 = wheelInfo.m_worldTransform.basis; //get_global_transform().basis; @@ -851,7 +823,6 @@ void VehicleBody3D::_update_friction(PhysicsDirectBodyState3D *s) { } void VehicleBody3D::_direct_state_changed(Object *p_state) { - RigidBody3D::_direct_state_changed(p_state); state = Object::cast_to<PhysicsDirectBodyState3D>(p_state); @@ -859,12 +830,10 @@ void VehicleBody3D::_direct_state_changed(Object *p_state) { float step = state->get_step(); for (int i = 0; i < wheels.size(); i++) { - _update_wheel(i, state); } for (int i = 0; i < wheels.size(); i++) { - _ray_cast(i, state); wheels[i]->set_transform(state->get_transform().inverse() * wheels[i]->m_worldTransform); } @@ -872,7 +841,6 @@ void VehicleBody3D::_direct_state_changed(Object *p_state) { _update_suspension(state); for (int i = 0; i < wheels.size(); i++) { - //apply suspension force VehicleWheel3D &wheel = *wheels[i]; @@ -921,49 +889,46 @@ void VehicleBody3D::_direct_state_changed(Object *p_state) { } void VehicleBody3D::set_engine_force(float p_engine_force) { - engine_force = p_engine_force; for (int i = 0; i < wheels.size(); i++) { VehicleWheel3D &wheelInfo = *wheels[i]; - if (wheelInfo.engine_traction) + if (wheelInfo.engine_traction) { wheelInfo.m_engineForce = p_engine_force; + } } } float VehicleBody3D::get_engine_force() const { - return engine_force; } void VehicleBody3D::set_brake(float p_brake) { - brake = p_brake; for (int i = 0; i < wheels.size(); i++) { VehicleWheel3D &wheelInfo = *wheels[i]; wheelInfo.m_brake = p_brake; } } -float VehicleBody3D::get_brake() const { +float VehicleBody3D::get_brake() const { return brake; } void VehicleBody3D::set_steering(float p_steering) { - m_steeringValue = p_steering; for (int i = 0; i < wheels.size(); i++) { VehicleWheel3D &wheelInfo = *wheels[i]; - if (wheelInfo.steers) + if (wheelInfo.steers) { wheelInfo.m_steering = p_steering; + } } } -float VehicleBody3D::get_steering() const { +float VehicleBody3D::get_steering() const { return m_steeringValue; } void VehicleBody3D::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_engine_force", "engine_force"), &VehicleBody3D::set_engine_force); ClassDB::bind_method(D_METHOD("get_engine_force"), &VehicleBody3D::get_engine_force); @@ -980,7 +945,6 @@ void VehicleBody3D::_bind_methods() { } VehicleBody3D::VehicleBody3D() { - m_pitchControl = 0; m_currentVehicleSpeedKmHour = real_t(0.); m_steeringValue = real_t(0.); |