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+/*************************************************************************/
+/* vehicle_body_3d.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* 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_H
+#define VEHICLE_BODY_H
+
+#include "scene/3d/physics_body_3d.h"
+
+class VehicleBody3D;
+
+class VehicleWheel3D : public Node3D {
+
+ GDCLASS(VehicleWheel3D, Node3D);
+
+ friend class VehicleBody3D;
+
+ Transform m_worldTransform;
+ Transform local_xform;
+ bool engine_traction;
+ bool steers;
+
+ Vector3 m_chassisConnectionPointCS; //const
+ Vector3 m_wheelDirectionCS; //const
+ Vector3 m_wheelAxleCS; // const or modified by steering
+
+ real_t m_suspensionRestLength;
+ real_t m_maxSuspensionTravelCm;
+ real_t m_wheelRadius;
+
+ real_t m_suspensionStiffness;
+ real_t m_wheelsDampingCompression;
+ real_t m_wheelsDampingRelaxation;
+ real_t m_frictionSlip;
+ real_t m_maxSuspensionForce;
+ bool m_bIsFrontWheel;
+
+ VehicleBody3D *body;
+
+ //btVector3 m_wheelAxleCS; // const or modified by steering ?
+
+ real_t m_steering;
+ real_t m_rotation;
+ real_t m_deltaRotation;
+ real_t m_rpm;
+ real_t m_rollInfluence;
+ real_t m_engineForce;
+ real_t m_brake;
+
+ real_t m_clippedInvContactDotSuspension;
+ real_t m_suspensionRelativeVelocity;
+ //calculated by suspension
+ real_t m_wheelsSuspensionForce;
+ real_t m_skidInfo;
+
+ struct RaycastInfo {
+ //set by raycaster
+ Vector3 m_contactNormalWS; //contactnormal
+ Vector3 m_contactPointWS; //raycast hitpoint
+ real_t m_suspensionLength;
+ Vector3 m_hardPointWS; //raycast starting point
+ Vector3 m_wheelDirectionWS; //direction in worldspace
+ Vector3 m_wheelAxleWS; // axle in worldspace
+ bool m_isInContact;
+ PhysicsBody3D *m_groundObject; //could be general void* ptr
+ } m_raycastInfo;
+
+ void _update(PhysicsDirectBodyState *s);
+
+protected:
+ void _notification(int p_what);
+ static void _bind_methods();
+
+public:
+ void set_radius(float p_radius);
+ float get_radius() const;
+
+ void set_suspension_rest_length(float p_length);
+ float get_suspension_rest_length() const;
+
+ void set_suspension_travel(float p_length);
+ float get_suspension_travel() const;
+
+ void set_suspension_stiffness(float p_value);
+ float get_suspension_stiffness() const;
+
+ void set_suspension_max_force(float p_value);
+ float get_suspension_max_force() const;
+
+ void set_damping_compression(float p_value);
+ float get_damping_compression() const;
+
+ void set_damping_relaxation(float p_value);
+ float get_damping_relaxation() const;
+
+ void set_friction_slip(float p_value);
+ float 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;
+
+ void set_roll_influence(float p_value);
+ float get_roll_influence() const;
+
+ float get_skidinfo() const;
+
+ float get_rpm() const;
+
+ void set_engine_force(float p_engine_force);
+ float get_engine_force() const;
+
+ void set_brake(float p_brake);
+ float get_brake() const;
+
+ void set_steering(float p_steering);
+ float get_steering() const;
+
+ String get_configuration_warning() const;
+
+ VehicleWheel3D();
+};
+
+class VehicleBody3D : public RigidBody3D {
+
+ GDCLASS(VehicleBody3D, RigidBody3D);
+
+ float engine_force;
+ float brake;
+
+ real_t m_pitchControl;
+ real_t m_steeringValue;
+ real_t m_currentVehicleSpeedKmHour;
+
+ Set<RID> exclude;
+
+ Vector<Vector3> m_forwardWS;
+ Vector<Vector3> m_axle;
+ Vector<real_t> m_forwardImpulse;
+ Vector<real_t> m_sideImpulse;
+
+ struct btVehicleWheelContactPoint {
+ PhysicsDirectBodyState *m_s;
+ PhysicsBody3D *m_body1;
+ Vector3 m_frictionPositionWorld;
+ Vector3 m_frictionDirectionWorld;
+ real_t m_jacDiagABInv;
+ real_t m_maxImpulse;
+
+ btVehicleWheelContactPoint(PhysicsDirectBodyState *s, PhysicsBody3D *body1, const Vector3 &frictionPosWorld, const Vector3 &frictionDirectionWorld, real_t maxImpulse);
+ };
+
+ void _resolve_single_bilateral(PhysicsDirectBodyState *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(PhysicsDirectBodyState *s);
+ void _update_suspension(PhysicsDirectBodyState *s);
+ real_t _ray_cast(int p_idx, PhysicsDirectBodyState *s);
+ void _update_wheel_transform(VehicleWheel3D &wheel, PhysicsDirectBodyState *s);
+ void _update_wheel(int p_idx, PhysicsDirectBodyState *s);
+
+ friend class VehicleWheel3D;
+ Vector<VehicleWheel3D *> wheels;
+
+ static void _bind_methods();
+
+ void _direct_state_changed(Object *p_state);
+
+public:
+ void set_engine_force(float p_engine_force);
+ float get_engine_force() const;
+
+ void set_brake(float p_brake);
+ float get_brake() const;
+
+ void set_steering(float p_steering);
+ float get_steering() const;
+
+ VehicleBody3D();
+};
+
+#endif // VEHICLE_BODY_H