Example #1
0
void	btRaycastVehicle::updateWheelTransformsWS(btWheelInfo& wheel , bool interpolatedTransform)
{
    wheel.m_raycastInfo.m_isInContact = false;

    btTransform chassisTrans = getChassisWorldTransform();
    if (interpolatedTransform && (getRigidBody()->getMotionState()))
    {
        getRigidBody()->getMotionState()->getWorldTransform(chassisTrans);
    }

    wheel.m_raycastInfo.m_hardPointWS = chassisTrans( wheel.m_chassisConnectionPointCS );
    wheel.m_raycastInfo.m_wheelDirectionWS = chassisTrans.getBasis() *  wheel.m_wheelDirectionCS ;
    wheel.m_raycastInfo.m_wheelAxleWS = chassisTrans.getBasis() * wheel.m_wheelAxleCS;
}
Example #2
0
btScalar btKart::rayCast(unsigned int index)
{
    btWheelInfo &wheel = m_wheelInfo[index];

    // Work around a bullet problem: when using a convex hull the raycast
    // would sometimes hit the chassis (which does not happen when using a
    // box shape). Therefore set the collision mask in the chassis body so
    // that it is not hit anymore.
    short int old_group=0;
    if(m_chassisBody->getBroadphaseHandle())
    {
        old_group = m_chassisBody->getBroadphaseHandle()
                                 ->m_collisionFilterGroup;
        m_chassisBody->getBroadphaseHandle()->m_collisionFilterGroup = 0;
    }

    updateWheelTransformsWS( wheel,false);

    btScalar max_susp_len = wheel.getSuspensionRestLength()
                          + wheel.m_maxSuspensionTravel;

    // Do a slightly longer raycast to see if the kart might soon hit the 
    // ground and some 'cushioning' is needed to avoid that the chassis
    // hits the ground.
    btScalar raylen = max_susp_len + 0.5f;

    btVector3 rayvector = wheel.m_raycastInfo.m_wheelDirectionWS * (raylen);
    const btVector3& source = wheel.m_raycastInfo.m_hardPointWS;
    wheel.m_raycastInfo.m_contactPointWS = source + rayvector;
    const btVector3& target = wheel.m_raycastInfo.m_contactPointWS;

    btVehicleRaycaster::btVehicleRaycasterResult rayResults;

    btAssert(m_vehicleRaycaster);

    void* object = m_vehicleRaycaster->castRay(source,target,rayResults);

    wheel.m_raycastInfo.m_groundObject = 0;

    btScalar depth =  raylen * rayResults.m_distFraction;
    if (object &&  depth < max_susp_len)
    {
        wheel.m_raycastInfo.m_contactNormalWS  = rayResults.m_hitNormalInWorld;
        wheel.m_raycastInfo.m_contactNormalWS.normalize();
        wheel.m_raycastInfo.m_isInContact = true;
        ///@todo for driving on dynamic/movable objects!;
        wheel.m_raycastInfo.m_triangle_index = rayResults.m_triangle_index;;
        wheel.m_raycastInfo.m_groundObject = &getFixedBody();

        wheel.m_raycastInfo.m_suspensionLength = depth;

        //clamp on max suspension travel
        btScalar minSuspensionLength = wheel.getSuspensionRestLength()
                                - wheel.m_maxSuspensionTravel;
        btScalar maxSuspensionLength = wheel.getSuspensionRestLength()
                                + wheel.m_maxSuspensionTravel;
        if (wheel.m_raycastInfo.m_suspensionLength < minSuspensionLength)
        {
            wheel.m_raycastInfo.m_suspensionLength = minSuspensionLength;
        }
        if (wheel.m_raycastInfo.m_suspensionLength > maxSuspensionLength)
        {
            wheel.m_raycastInfo.m_suspensionLength = maxSuspensionLength;
        }

        wheel.m_raycastInfo.m_contactPointWS = rayResults.m_hitPointInWorld;

        btScalar denominator = wheel.m_raycastInfo.m_contactNormalWS.dot(
                                      wheel.m_raycastInfo.m_wheelDirectionWS );

        btVector3 chassis_velocity_at_contactPoint;
        btVector3 relpos = wheel.m_raycastInfo.m_contactPointWS
                         - getRigidBody()->getCenterOfMassPosition();

        chassis_velocity_at_contactPoint =
            getRigidBody()->getVelocityInLocalPoint(relpos);

        btScalar projVel = wheel.m_raycastInfo.m_contactNormalWS.dot(
                                            chassis_velocity_at_contactPoint );

        if ( denominator >= btScalar(-0.1))
        {
            wheel.m_suspensionRelativeVelocity = btScalar(0.0);
            wheel.m_clippedInvContactDotSuspension = btScalar(1.0) / btScalar(0.1);
        }
        else
        {
            btScalar inv = btScalar(-1.) / denominator;
            wheel.m_suspensionRelativeVelocity = projVel * inv;
            wheel.m_clippedInvContactDotSuspension = inv;
        }

    } else
    {
        depth = btScalar(-1.0);
        //put wheel info as in rest position
        wheel.m_raycastInfo.m_suspensionLength = wheel.getSuspensionRestLength();
        wheel.m_suspensionRelativeVelocity = btScalar(0.0);
        wheel.m_raycastInfo.m_contactNormalWS =
            - wheel.m_raycastInfo.m_wheelDirectionWS;
        wheel.m_clippedInvContactDotSuspension = btScalar(1.0);
    }

#define USE_VISUAL
#ifndef USE_VISUAL
    m_visual_contact_point[index] = rayResults.m_hitPointInWorld;
#else
    if(index==2 || index==3)
    {
        btTransform chassisTrans = getChassisWorldTransform();
        if (getRigidBody()->getMotionState())
        {
            getRigidBody()->getMotionState()->getWorldTransform(chassisTrans);
        }
        btQuaternion q(m_visual_rotation, 0, 0);
        btQuaternion rot_new = chassisTrans.getRotation() * q;
        chassisTrans.setRotation(rot_new);
        btVector3 pos = m_kart->getKartModel()->getWheelGraphicsPosition(index);
        pos.setZ(pos.getZ()*0.9f);
        btVector3 source = chassisTrans( pos );
        btVector3 target = source + rayvector;
        btVehicleRaycaster::btVehicleRaycasterResult rayResults;

        void* object = m_vehicleRaycaster->castRay(source,target,rayResults);
        m_visual_contact_point[index] = rayResults.m_hitPointInWorld;
        m_visual_contact_point[index-2] = source;
        m_visual_wheels_touch_ground &= (object!=NULL);
    }
#endif

    if(m_chassisBody->getBroadphaseHandle())
    {
        m_chassisBody->getBroadphaseHandle()->m_collisionFilterGroup
            = old_group;
    }


    return depth;

}   // rayCast