pWheelContactData* pWheel2::getContact() { NxWheelShape *wShape = getWheelShape(); if (!wShape) { return new pWheelContactData(); } NxWheelContactData wcd; NxShape* contactShape = wShape->getContact(wcd); pWheelContactData result; result.contactEntity = NULL; if (contactShape) { result.contactForce = wcd.contactForce; result.contactNormal = getFrom(wcd.contactNormal); result.contactPoint= getFrom(wcd.contactPoint); result.contactPosition= wcd.contactPosition; result.lateralDirection= getFrom(wcd.lateralDirection); result.lateralImpulse= wcd.lateralImpulse; result.lateralSlip = wcd.lateralSlip; result.longitudalDirection = getFrom(wcd.longitudalDirection); result.longitudalImpulse = wcd.longitudalImpulse; result.longitudalSlip= wcd.longitudalSlip; pSubMeshInfo *sInfo = static_cast<pSubMeshInfo*>(contactShape->userData); if (sInfo->entID) { CKObject *obj = (CKObject*)GetPMan()->m_Context->GetObject(sInfo->entID); if (obj) { result.contactEntity = (CK3dEntity*)obj; }else { result.contactEntity = NULL; } } result.otherShapeMaterialIndex = contactShape->getMaterial(); NxMaterial* otherMaterial = contactShape->getActor().getScene().getMaterialFromIndex(contactShape->getMaterial()); if (otherMaterial) { pFactory::Instance()->copyTo(result.otherMaterial,otherMaterial); } } return &result; }
void pWheel2::tick(bool handBrake, float motorTorque, float brakeTorque, float dt) { if(handBrake && getWheelFlag(WF_AffectedByHandbrake)) brakeTorque = 1000.0f; if(getWheelFlag(WF_Accelerated)) mWheelShape->setMotorTorque(motorTorque); mWheelShape->setBrakeTorque(brakeTorque); NxWheelShape *wShape = getWheelShape(); float rollAngle = getWheelRollAngle(); rollAngle+=wShape->getAxleSpeed() * (dt* 0.01f); while (rollAngle > NxTwoPi) //normally just 1x rollAngle-= NxTwoPi; while (rollAngle< -NxTwoPi) //normally just 1x rollAngle+= NxTwoPi; setWheelRollAngle(rollAngle); NxMat34& wheelPose = wShape->getGlobalPose(); NxWheelContactData wcd; NxShape* cShape = wShape->getContact(wcd); NxReal stravel = wShape->getSuspensionTravel(); NxReal radius = wShape->getRadius(); //have ground contact? if( cShape && wcd.contactPosition <= (stravel + radius) ) { wheelPose.t = NxVec3( wheelPose.t.x, wcd.contactPoint.y + getRadius(), wheelPose.t.z ); } else { wheelPose.t = NxVec3( wheelPose.t.x, wheelPose.t.y - getSuspensionTravel(), wheelPose.t.z ); } float rAngle = rollAngle; float steer = wShape->getSteerAngle(); NxMat33 rot, axisRot, rollRot; rot.rotY( wShape->getSteerAngle() ); axisRot.rotY(0); rollRot.rotX(rollAngle); wheelPose.M = rot * wheelPose.M * axisRot * rollRot; setWheelPose(wheelPose); }
void UpdateWheelShapeUserData() { // Look for wheel shapes NxU32 nbActors = gScene->getNbActors(); NxActor** actors = gScene->getActors(); while (nbActors--) { NxU32 nbShapes = actors[nbActors]->getNbShapes(); NxShape*const* shapes = actors[nbActors]->getShapes(); while (nbShapes--) { NxShape* shape = shapes[nbShapes]; if (shape->getType() == NX_SHAPE_WHEEL) { NxWheelShape* ws = (NxWheelShape*)shape; ShapeUserData* sud = (ShapeUserData*)(shape->userData); if (sud) { // Need to save away roll angle in wheel shape user data NxReal rollAngle = sud->wheelShapeRollAngle; // rollAngle += ws->getAxleSpeed() * 1.0f/60.0f; rollAngle += ws->getAxleSpeed() * gDeltaTime; while (rollAngle > NxTwoPi) //normally just 1x rollAngle -= NxTwoPi; while (rollAngle < -NxTwoPi) //normally just 1x rollAngle += NxTwoPi; // We have the roll angle for the wheel now sud->wheelShapeRollAngle = rollAngle; NxMat34 pose; pose = ws->getGlobalPose(); NxWheelContactData wcd; NxShape* s = ws->getContact(wcd); NxReal r = ws->getRadius(); NxReal st = ws->getSuspensionTravel(); NxReal steerAngle = ws->getSteerAngle(); // NxWheelShapeDesc state; // ws->saveToDesc(state); NxVec3 p0; NxVec3 dir; /* getWorldSegmentFast(seg); seg.computeDirection(dir); dir.normalize(); */ p0 = pose.t; //cast from shape origin pose.M.getColumn(1, dir); dir = -dir; //cast along -Y. NxReal castLength = r + st; //cast ray this long // renderer.addArrow(p0, dir, castLength, 1.0f); //have ground contact? // This code is from WheelShape.cpp in SDKs/core/common/src // if (contactPosition != NX_MAX_REAL) if (s && wcd.contactForce > -1000) { // pose.t = p0 + dir * wcd.contactPoint; // pose.t -= dir * state.radius; //go from contact pos to center pos. pose.t = wcd.contactPoint; pose.t -= dir * r; //go from contact pos to center pos. NxMat33 rot, axisRot; rot.rotY(steerAngle); axisRot.rotY(0); // NxReal rollAngle = ((ShapeUserData*)(wheel->userData))->rollAngle; NxMat33 rollRot; rollRot.rotX(rollAngle); pose.M = rot * pose.M * axisRot * rollRot; sud->wheelShapePose = pose; } else { pose.t = p0 + dir * st; sud->wheelShapePose = pose; } } } } } }
void pWheel2::_tick(float dt) { NxWheelShape *wShape = getWheelShape(); if (!wShape) return; NxVec3 _localVelocity; bool _breaking=false; ////////////////////////////////////////////////////////////////////////// // // // NxWheelContactData wcd; NxShape* contactShape = wShape->getContact(wcd); if (contactShape) { NxVec3 relativeVelocity; if ( !contactShape->getActor().isDynamic()) { relativeVelocity = getActor()->getLinearVelocity(); } else { relativeVelocity = getActor()->getLinearVelocity() - contactShape->getActor().getLinearVelocity(); } NxQuat rotation = getActor()->getGlobalOrientationQuat(); _localVelocity = relativeVelocity; rotation.inverseRotate(_localVelocity); _breaking = false; //NxMath::abs(_localVelocity.z) < ( 0.1 ); // wShape->setAxleSpeed() } float rollAngle = getWheelRollAngle(); rollAngle+=wShape->getAxleSpeed() * (dt* 0.01f); //rollAngle+=wShape->getAxleSpeed() * (1.0f/60.0f /*dt* 0.01f*/); while (rollAngle > NxTwoPi) //normally just 1x rollAngle-= NxTwoPi; while (rollAngle< -NxTwoPi) //normally just 1x rollAngle+= NxTwoPi; setWheelRollAngle(rollAngle); NxMat34& wheelPose = wShape->getGlobalPose(); NxReal stravel = wShape->getSuspensionTravel(); NxReal radius = wShape->getRadius(); //have ground contact? if( contactShape && wcd.contactPosition <= (stravel + radius) ) { wheelPose.t = NxVec3( wheelPose.t.x, wcd.contactPoint.y + getRadius(), wheelPose.t.z ); } else { wheelPose.t = NxVec3( wheelPose.t.x, wheelPose.t.y - getSuspensionTravel(), wheelPose.t.z ); } float rAngle = getWheelRollAngle(); float steer = wShape->getSteerAngle(); NxVec3 p0; NxVec3 dir; /* getWorldSegmentFast(seg); seg.computeDirection(dir); dir.normalize(); */ NxReal r = wShape->getRadius(); NxReal st = wShape->getSuspensionTravel(); NxReal steerAngle = wShape->getSteerAngle(); p0 = wheelPose.t; //cast from shape origin wheelPose.M.getColumn(1, dir); dir = -dir; //cast along -Y. NxReal castLength = r + st; //cast ray this long NxMat33 rot, axisRot, rollRot; rot.rotY( wShape->getSteerAngle() ); axisRot.rotY(0); rollRot.rotX(rAngle); wheelPose.M = rot * wheelPose.M * axisRot * rollRot; setWheelPose(wheelPose); }
void pWheel2::_updateVirtoolsEntity(bool position,bool rotation) { CK3dEntity *ent = static_cast<CK3dEntity*>(GetPMan()->GetContext()->GetObject(getEntID())); if (ent && position) { NxWheelShape *wShape = getWheelShape(); NxMat34 pose = wShape->getGlobalPose(); NxWheelContactData wcd; NxShape* contactShape = wShape->getContact(wcd); NxVec3 suspensionOffsetDirection; pose.M.getColumn(1, suspensionOffsetDirection); suspensionOffsetDirection =-suspensionOffsetDirection; if (contactShape && wcd.contactForce > -1000) { NxVec3 toContact = wcd.contactPoint - pose.t; double alongLength = suspensionOffsetDirection.dot(toContact); NxVec3 across = toContact - alongLength * suspensionOffsetDirection; double r = wShape->getRadius(); double pullBack = sqrt(r*r - across.dot(across)); pose.t += (alongLength - pullBack) * suspensionOffsetDirection; } else { pose.t += wShape->getSuspensionTravel() * suspensionOffsetDirection; } VxVector oPos = getFrom(pose.t); ent->SetPosition(&oPos); if (hasGroundContact()) { NxWheelShape *wShape = getWheelShape(); NxMat34& wheelPose = wShape->getGlobalPose(); /* NxWheelContactData wcd; NxShape* cShape = wShape->getContact(wcd); NxReal stravel = wShape->getSuspensionTravel(); NxReal radius = wShape->getRadius(); VxVector gPos = getFrom(getWheelPose().t); /* if( cShape && wcd.contactPosition <= (stravel + radius) ) { }*/ ////////////////////////////////////////////////////////////////////////// /*VxVector gPos = getFrom(getWheelPose().t); //gPos*=-1.0f; gPos -=getWheelPos(); V 3. xVector gPos2 = getFrom(getWheelShape()->getLocalPose().t); ent->SetPosition(&gPos2,getBody()->GetVT3DObject()); */ }else { // VxVector gPos = getWheelPos(); // ent->SetPosition(&gPos,getBody()->GetVT3DObject()); } } if (ent && rotation) { //float rollAngle = getWheelRollAngle(); //rollAngle+=wShape->getAxleSpeed() * (dt* 0.01f); VxQuaternion rot = pMath::getFrom( getWheelPose().M ); ent->SetQuaternion(&rot,NULL); } /* NxWheelShape *wShape = getWheelShape(); while (rollAngle > NxTwoPi) //normally just 1x rollAngle-= NxTwoPi; while (rollAngle< -NxTwoPi) //normally just 1x rollAngle+= NxTwoPi; setWheelRollAngle(rollAngle); NxMat34& wheelPose = wShape->getGlobalPose(); NxWheelContactData wcd; NxShape* cShape = wShape->getContact(wcd); NxReal stravel = wShape->getSuspensionTravel(); NxReal radius = wShape->getRadius(); //have ground contact? if( cShape && wcd.contactPosition <= (stravel + radius) ) { wheelPose.t = NxVec3( wheelPose.t.x, wcd.contactPoint.y + getRadius(), wheelPose.t.z ); } else { wheelPose.t = NxVec3( wheelPose.t.x, wheelPose.t.y - getSuspensionTravel(), wheelPose.t.z ); } float rAngle = rollAngle; float steer = wShape->getSteerAngle(); NxMat33 rot, axisRot, rollRot; rot.rotY( wShape->getSteerAngle() ); axisRot.rotY(0); rollRot.rotX(rollAngle); wheelPose.M = rot * wheelPose.M * axisRot * rollRot; setWheelPose(wheelPose); */ }