Exemplo n.º 1
0
void VehicleBody::_update_friction(PhysicsDirectBodyState *s) {

	//calculate the impulse, so that the wheels don't move sidewards
	int numWheel = wheels.size();
	if (!numWheel)
		return;

	m_forwardWS.resize(numWheel);
	m_axle.resize(numWheel);
	m_forwardImpulse.resize(numWheel);
	m_sideImpulse.resize(numWheel);

	int numWheelsOnGround = 0;


	//collapse all those loops into one!
	for (int i=0;i<wheels.size();i++)
	{
		VehicleWheel& wheelInfo = *wheels[i];
		if (wheelInfo.m_raycastInfo.m_isInContact)
			numWheelsOnGround++;
		m_sideImpulse[i] = real_t(0.);
		m_forwardImpulse[i] = real_t(0.);

	}

	{

		for (int i=0;i<wheels.size();i++)
		{

			VehicleWheel& wheelInfo = *wheels[i];


			if (wheelInfo.m_raycastInfo.m_isInContact)
			{

				//const btTransform& wheelTrans = getWheelTransformWS( i );

				Matrix3 wheelBasis0 = wheelInfo.m_worldTransform.basis;//get_global_transform().basis;

				m_axle[i] = wheelBasis0.get_axis(Vector3::AXIS_X);
				//m_axle[i] = wheelInfo.m_raycastInfo.m_wheelAxleWS;

				const Vector3& surfNormalWS = wheelInfo.m_raycastInfo.m_contactNormalWS;
				real_t proj = m_axle[i].dot(surfNormalWS);
				m_axle[i] -= surfNormalWS * proj;
				m_axle[i] = m_axle[i].normalized();

				m_forwardWS[i] = surfNormalWS.cross(m_axle[i]);
				m_forwardWS[i].normalize();


				_resolve_single_bilateral(s, wheelInfo.m_raycastInfo.m_contactPointWS,
						       wheelInfo.m_raycastInfo.m_groundObject, wheelInfo.m_raycastInfo.m_contactPointWS,
							m_axle[i],m_sideImpulse[i]);

				m_sideImpulse[i] *= sideFrictionStiffness2;


			}
		}
	}

	real_t sideFactor = real_t(1.);
	real_t fwdFactor = 0.5;

	bool sliding = false;
	{
		for (int wheel =0;wheel <wheels.size();wheel++)
		{
			VehicleWheel& wheelInfo = *wheels[wheel];


			//class btRigidBody* groundObject = (class btRigidBody*) wheelInfo.m_raycastInfo.m_groundObject;

			real_t	rollingFriction = 0.f;

			if (wheelInfo.m_raycastInfo.m_isInContact)
			{
				if (engine_force != 0.f)
				{
					rollingFriction = -engine_force* s->get_step();
				} else
				{
					real_t defaultRollingFrictionImpulse = 0.f;
					float cbrake = MAX(wheelInfo.m_brake,brake);
					real_t maxImpulse = cbrake ? cbrake : defaultRollingFrictionImpulse;
					btVehicleWheelContactPoint contactPt(s,wheelInfo.m_raycastInfo.m_groundObject,wheelInfo.m_raycastInfo.m_contactPointWS,m_forwardWS[wheel],maxImpulse);
					rollingFriction = _calc_rolling_friction(contactPt);
				}
			}

			//switch between active rolling (throttle), braking and non-active rolling friction (no throttle/break)




			m_forwardImpulse[wheel] = real_t(0.);
			wheelInfo.m_skidInfo= real_t(1.);

			if (wheelInfo.m_raycastInfo.m_isInContact)
			{
				wheelInfo.m_skidInfo= real_t(1.);

				real_t maximp = wheelInfo.m_wheelsSuspensionForce * s->get_step() * wheelInfo.m_frictionSlip;
				real_t maximpSide = maximp;

				real_t maximpSquared = maximp * maximpSide;


				m_forwardImpulse[wheel] = rollingFriction;//wheelInfo.m_engineForce* timeStep;

				real_t x = (m_forwardImpulse[wheel] ) * fwdFactor;
				real_t y = (m_sideImpulse[wheel] ) * sideFactor;

				real_t impulseSquared = (x*x + y*y);

				if (impulseSquared > maximpSquared)
				{
					sliding = true;

					real_t factor = maximp / Math::sqrt(impulseSquared);

					wheelInfo.m_skidInfo *= factor;
				}
			}

		}
	}




	if (sliding)
	{
		for (int wheel = 0;wheel < wheels.size(); wheel++)
		{
			if (m_sideImpulse[wheel] != real_t(0.))
			{
				if (wheels[wheel]->m_skidInfo< real_t(1.))
				{
					m_forwardImpulse[wheel] *=	wheels[wheel]->m_skidInfo;
					m_sideImpulse[wheel] *= wheels[wheel]->m_skidInfo;
				}
			}
		}
	}

	// apply the impulses
	{
		for (int wheel = 0;wheel<wheels.size(); wheel++)
		{
			VehicleWheel& wheelInfo = *wheels[wheel];

			Vector3 rel_pos = wheelInfo.m_raycastInfo.m_contactPointWS -
					s->get_transform().origin;

			if (m_forwardImpulse[wheel] != real_t(0.))
			{
				s->apply_impulse(rel_pos,m_forwardWS[wheel]*(m_forwardImpulse[wheel]));
			}
			if (m_sideImpulse[wheel] != real_t(0.))
			{
				PhysicsBody* groundObject = wheelInfo.m_raycastInfo.m_groundObject;

				Vector3 rel_pos2;
				if (groundObject) {
					rel_pos2=wheelInfo.m_raycastInfo.m_contactPointWS - groundObject->get_global_transform().origin;
				}


				Vector3 sideImp = m_axle[wheel] * m_sideImpulse[wheel];

#if defined ROLLING_INFLUENCE_FIX // fix. It only worked if car's up was along Y - VT.
				Vector3 vChassisWorldUp = s->get_transform().basis.transposed()[1];//getRigidBody()->getCenterOfMassTransform().getBasis().getColumn(m_indexUpAxis);
				rel_pos -= vChassisWorldUp * (vChassisWorldUp.dot(rel_pos) * (1.f-wheelInfo.m_rollInfluence));
#else
				rel_pos[1] *= wheelInfo.m_rollInfluence; //?
#endif
				s->apply_impulse(rel_pos,sideImp);

				//apply friction impulse on the ground
				//todo
				//groundObject->applyImpulse(-sideImp,rel_pos2);
			}
		}
	}


}