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-rw-r--r--scene/3d/vehicle_body_3d.h138
1 files changed, 69 insertions, 69 deletions
diff --git a/scene/3d/vehicle_body_3d.h b/scene/3d/vehicle_body_3d.h
index 0b4b3a4440..860fa7e3b7 100644
--- a/scene/3d/vehicle_body_3d.h
+++ b/scene/3d/vehicle_body_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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 */
@@ -42,52 +42,52 @@ class VehicleWheel3D : public Node3D {
Transform m_worldTransform;
Transform local_xform;
- bool engine_traction;
- bool steers;
+ 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;
- real_t m_maxSuspensionTravelCm;
- real_t m_wheelRadius;
+ real_t m_suspensionRestLength = 0.15;
+ real_t m_maxSuspensionTravelCm = 500.0;
+ real_t m_wheelRadius = 0.5;
- real_t m_suspensionStiffness;
- real_t m_wheelsDampingCompression;
- real_t m_wheelsDampingRelaxation;
- real_t m_frictionSlip;
- real_t m_maxSuspensionForce;
- bool m_bIsFrontWheel;
+ 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;
+ VehicleBody3D *body = nullptr;
//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_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;
- real_t m_suspensionRelativeVelocity;
+ real_t m_clippedInvContactDotSuspension = 1.0;
+ real_t m_suspensionRelativeVelocity = 0.0;
//calculated by suspension
- real_t m_wheelsSuspensionForce;
- real_t m_skidInfo;
+ 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;
+ 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;
- PhysicsBody3D *m_groundObject; //could be general void* ptr
+ bool m_isInContact = false;
+ PhysicsBody3D *m_groundObject = nullptr; //could be general void* ptr
} m_raycastInfo;
void _update(PhysicsDirectBodyState3D *s);
@@ -97,29 +97,29 @@ protected:
static void _bind_methods();
public:
- void set_radius(float p_radius);
- float get_radius() const;
+ void set_radius(real_t p_radius);
+ real_t get_radius() const;
- void set_suspension_rest_length(float p_length);
- float get_suspension_rest_length() const;
+ void set_suspension_rest_length(real_t p_length);
+ real_t get_suspension_rest_length() const;
- void set_suspension_travel(float p_length);
- float get_suspension_travel() const;
+ void set_suspension_travel(real_t p_length);
+ real_t get_suspension_travel() const;
- void set_suspension_stiffness(float p_value);
- float get_suspension_stiffness() const;
+ void set_suspension_stiffness(real_t p_value);
+ real_t get_suspension_stiffness() const;
- void set_suspension_max_force(float p_value);
- float get_suspension_max_force() const;
+ void set_suspension_max_force(real_t p_value);
+ real_t get_suspension_max_force() const;
- void set_damping_compression(float p_value);
- float get_damping_compression() const;
+ void set_damping_compression(real_t p_value);
+ real_t get_damping_compression() const;
- void set_damping_relaxation(float p_value);
- float get_damping_relaxation() const;
+ void set_damping_relaxation(real_t p_value);
+ real_t get_damping_relaxation() const;
- void set_friction_slip(float p_value);
- float get_friction_slip() 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;
@@ -129,21 +129,21 @@ public:
bool is_in_contact() const;
- void set_roll_influence(float p_value);
- float get_roll_influence() const;
+ void set_roll_influence(real_t p_value);
+ real_t get_roll_influence() const;
- float get_skidinfo() const;
+ real_t get_skidinfo() const;
- float get_rpm() const;
+ real_t get_rpm() const;
- void set_engine_force(float p_engine_force);
- float get_engine_force() const;
+ void set_engine_force(real_t p_engine_force);
+ real_t get_engine_force() const;
- void set_brake(float p_brake);
- float get_brake() const;
+ void set_brake(real_t p_brake);
+ real_t get_brake() const;
- void set_steering(float p_steering);
- float get_steering() const;
+ void set_steering(real_t p_steering);
+ real_t get_steering() const;
String get_configuration_warning() const override;
@@ -153,12 +153,12 @@ public:
class VehicleBody3D : public RigidBody3D {
GDCLASS(VehicleBody3D, RigidBody3D);
- float engine_force;
- float brake;
+ real_t engine_force = 0.0;
+ real_t brake = 0.0;
- real_t m_pitchControl;
- real_t m_steeringValue;
- real_t m_currentVehicleSpeedKmHour;
+ real_t m_pitchControl = 0.0;
+ real_t m_steeringValue = 0.0;
+ real_t m_currentVehicleSpeedKmHour = 0.0;
Set<RID> exclude;
@@ -168,12 +168,12 @@ class VehicleBody3D : public RigidBody3D {
Vector<real_t> m_sideImpulse;
struct btVehicleWheelContactPoint {
- PhysicsDirectBodyState3D *m_s;
- PhysicsBody3D *m_body1;
+ PhysicsDirectBodyState3D *m_s = nullptr;
+ PhysicsBody3D *m_body1 = nullptr;
Vector3 m_frictionPositionWorld;
Vector3 m_frictionDirectionWorld;
- real_t m_jacDiagABInv;
- real_t m_maxImpulse;
+ 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);
};
@@ -195,14 +195,14 @@ class VehicleBody3D : public RigidBody3D {
void _direct_state_changed(Object *p_state) override;
public:
- void set_engine_force(float p_engine_force);
- float get_engine_force() const;
+ void set_engine_force(real_t p_engine_force);
+ real_t get_engine_force() const;
- void set_brake(float p_brake);
- float get_brake() const;
+ void set_brake(real_t p_brake);
+ real_t get_brake() const;
- void set_steering(float p_steering);
- float get_steering() const;
+ void set_steering(real_t p_steering);
+ real_t get_steering() const;
VehicleBody3D();
};