Example #1
0
        private static NewtonTire CreateTire(TireID tireID, TransformNode tireTrans,
                                             GeometryNode carNode, float gravity)
        {
            NewtonTire tire = new NewtonTire();

            Material tireMat = new Material();

            tireMat.Diffuse       = Color.Orange.ToVector4();
            tireMat.Specular      = Color.White.ToVector4();
            tireMat.SpecularPower = 10;

            float        tireRadius = 1.4f;
            GeometryNode tireNode   = new GeometryNode("Race Car " + tireID + " Tire");

            tireNode.Model    = new Cylinder(tireRadius, tireRadius, 0.9f, 20);
            tireNode.Material = tireMat;

            carNode.AddChild(tireTrans);
            tireTrans.AddChild(tireNode);

            tire.Mass   = 5.0f;
            tire.Width  = 0.3f * 1.25f;
            tire.Radius = tireRadius;

            switch (tireID)
            {
            case TireID.FrontLeft:
                tire.TireOffsetMatrix = Matrix.CreateTranslation(new Vector3(-5.9f, 0, -3.0f));
                break;

            case TireID.FrontRight:
                tire.TireOffsetMatrix = Matrix.CreateTranslation(new Vector3(-5.9f, 0, 3.0f));
                break;

            case TireID.RearLeft:
                tire.TireOffsetMatrix = Matrix.CreateTranslation(new Vector3(5.0f, 0, -3.0f));
                break;

            case TireID.RearRight:
                tire.TireOffsetMatrix = Matrix.CreateTranslation(new Vector3(5.0f, 0, 3.0f));
                break;
            }

            // the tire will spin around the lateral axis of the same tire space
            tire.Pin = Vector3.UnitZ;

            tire.SuspensionLength = RaceCar.SUSPENSION_LENGTH;

            float x = RaceCar.SUSPENSION_LENGTH;

            tire.SuspensionSpring = (200.0f * (float)Math.Abs(gravity)) / x;
            //tireSuspesionSpring = (100.0f * dAbs (GRAVITY)) / x;

            float w = (float)Math.Sqrt(tire.SuspensionSpring);

            // a critically damped suspension act too jumpy for a race car
            tire.SuspensionShock = 1.0f * w;

            // make it a little super critical y damped
            //tireSuspesionShock = 2.0f * w;

            tire.CollisionID = 0x100;

            return(tire);
        }
Example #2
0
        public RaceCar(Object container, NewtonPhysics engine) : base(container)
        {
            this.engine = engine;

            //Crea los cuatro nodos de transformacion para las 4 Ruedas
            tireTransNode = new TransformNode[4];
            for (int i = 0; i < 4; i++)
            {
                tireTransNode[i] = new TransformNode();
            }

            // set the mass of the race car - Propiedad heredada
            mass = VEHICLE_MASS;

            // lower the center of the mass for a race car
            centerOfMass = -Vector3.UnitY * 1.5f;

            // sets up the callback function when body moves in the simulation
            transformCallback = delegate(IntPtr body, float[] matrix)
            {
                Matrix mat = MatrixHelper.FloatsToMatrix(matrix);

                // set the transformation of the vehicle body
                PhysicsWorldTransform = mat;

                Matrix     invMat        = Matrix.Invert(mat);
                float[]    tireMatrix    = new float[16];
                NewtonTire tire          = null;
                float      sign          = 0;
                float      angle         = 0;
                float      brakePosition = 0;

                // set the global matrix for each tire
                for (IntPtr tyreId = Newton.NewtonVehicleGetFirstTireID(joint);
                     tyreId != IntPtr.Zero; tyreId = Newton.NewtonVehicleGetNextTireID(joint, tyreId))
                {
                    int tireID = (int)GetTireID(tyreId);
                    tire = tires[tireID];
                    Newton.NewtonVehicleGetTireMatrix(joint, tyreId, tireMatrix);

                    // calculate the local matrix
                    Matrix tireMat = MatrixHelper.GetRotationMatrix(
                        MatrixHelper.FloatsToMatrix(tireMatrix) * invMat) * tire.TireOffsetMatrix;
                    tire.TireMatrix = tireMat;
                    tireTransNode[tireID].WorldTransformation = Matrix.CreateRotationX(MathHelper.PiOver2)
                                                                * tireMat;

                    // calcualte the parametric brake position
                    brakePosition    = tireMat.Translation.Y - tire.TireRefHeight;
                    tire.BrakeMatrix = Matrix.CreateTranslation(0, tire.BrakeRefPosition.Y + brakePosition, 0);

                    // set suspensionMatrix
                    sign  = (tire.BrakeRefPosition.Z > 0) ? 1 : -1;
                    angle = (float)Math.Atan2(sign * brakePosition, Math.Abs(tire.BrakeRefPosition.Z));
                    Matrix rotationMatrix = new Matrix(
                        1, 0, 0, 0,
                        0, (float)Math.Cos(angle), (float)Math.Sin(angle), 0,
                        0, -(float)Math.Sin(angle), (float)Math.Cos(angle), 0,
                        0, 0, 0, 1);
                    tire.AxelMatrix             = rotationMatrix * tire.AxelMatrix;
                    tire.SuspensionTopMatrix    = rotationMatrix * tire.SuspensionTopMatrix;
                    tire.SuspensionBottomMatrix = rotationMatrix * tire.SuspensionBottomMatrix;
                }
            };

            forceCallback = delegate(IntPtr body)
            {
                float Ixx = 0, Iyy = 0, Izz = 0, tmpMass = 0;

                Newton.NewtonBodyGetMassMatrix(body, ref tmpMass, ref Ixx, ref Iyy, ref Izz);
                tmpMass *= (1.0f + (float)Math.Abs(GetSpeed()) / 20.0f);
                float[] force = Vector3Helper.ToFloats(engine.GravityDirection * engine.Gravity * tmpMass);

                Newton.NewtonBodySetForce(body, force);
            };

            tireUpdate = delegate(IntPtr vehicleJoint)
            {
                NewtonTire tire = null;

                for (IntPtr tyreId = Newton.NewtonVehicleGetFirstTireID(vehicleJoint);
                     tyreId != IntPtr.Zero; tyreId = Newton.NewtonVehicleGetNextTireID(vehicleJoint, tyreId))
                {
                    tire = tires[(int)GetTireID(tyreId)];

                    // If the tire is a front tire
                    if ((tire == tires[(int)TireID.FrontLeft]) || (tire == tires[(int)TireID.FrontRight]))
                    {
                        float currSteerAngle = Newton.NewtonVehicleGetTireSteerAngle(vehicleJoint, tyreId);
                        Newton.NewtonVehicleSetTireSteerAngle(vehicleJoint, tyreId,
                                                              currSteerAngle + (tire.Steer - currSteerAngle) * 0.035f);
                    }
                    else // if the tire is a rear tire
                    {
                        Newton.NewtonVehicleSetTireTorque(vehicleJoint, tyreId, tire.Torque);

                        if (tire.Brakes > 0)
                        {
                            // ask Newton for the precise acceleration needed to stop the tire
                            float brakeAcceleration =
                                Newton.NewtonVehicleTireCalculateMaxBrakeAcceleration(vehicleJoint, tyreId);

                            // tell Newton you want this tire stoped but only if the torque need it is less than
                            // the brakes pad can withstand (assume max brake pad torque is 500 newton * meter)
                            Newton.NewtonVehicleTireSetBrakeAcceleration(vehicleJoint, tyreId,
                                                                         brakeAcceleration, 10000.0f);

                            // set some side slip as function of the linear speed
                            float speed = Newton.NewtonVehicleGetTireLongitudinalSpeed(vehicleJoint, tyreId);
                            Newton.NewtonVehicleSetTireMaxSideSleepSpeed(vehicleJoint, tyreId, speed * 0.1f);
                        }
                    }
                }
            };

            bodyLeaveCallback = delegate(IntPtr body)
            {
                Respawn(body);
            };
        }
Example #3
0
        private static NewtonTire CreateTire(TireID tireID, TransformNode tireTrans,
                                             GeometryNode carNode, float gravity)
        {
            NewtonTire tire = new NewtonTire();

            Material tireMat = new Material();

            tireMat.Diffuse       = Color.Orange.ToVector4();
            tireMat.Specular      = Color.White.ToVector4();
            tireMat.SpecularPower = 10;

            float        tireRadius = 0.7f;
            GeometryNode tireNode   = new GeometryNode("Race Car " + tireID + " Tire");

            tireNode.Model    = new Cylinder(tireRadius, tireRadius, 0.3f, 20);
            tireNode.Material = tireMat;

            carNode.AddChild(tireTrans);
            tireTrans.AddChild(tireNode);

            tire.Mass   = 5.0f;
            tire.Width  = 0.3f * 1.25f;
            tire.Radius = tireRadius;

            switch (tireID)
            {
            case TireID.FrontLeft:
                tire.TireOffsetMatrix = Matrix.CreateTranslation(new Vector3(-1.5f, 0, -1f));
                break;

            case TireID.FrontRight:
                tire.TireOffsetMatrix = Matrix.CreateTranslation(new Vector3(-1.5f, 0, 1f));
                break;

            case TireID.RearLeft:
                tire.TireOffsetMatrix = Matrix.CreateTranslation(new Vector3(1.5f, 0, -1f));
                break;

            case TireID.RearRight:
                tire.TireOffsetMatrix = Matrix.CreateTranslation(new Vector3(1.5f, 0, 1f));
                break;
            }

            // the tire will spin around the lateral axis of the same tire space
            tire.Pin = Vector3.UnitZ;

            tire.SuspensionLength = RaceCar.SUSPENSION_LENGTH;

            // calculate the spring and damper contact for the subquestion
            //
            // from the equation of a simple spring the force is given by
            // a = k * x
            // where k is a spring constant and x is the displacement and a is the spring acceleration.
            // we desire that a rest length the acceleration generated by the spring equal that of the gravity
            // several gravity forces
            // m * gravity = k * SUSPENSION_LENGTH * 0.5f,
            float x = RaceCar.SUSPENSION_LENGTH;

            tire.SuspensionSpring = (200.0f * (float)Math.Abs(gravity)) / x;
            //tireSuspesionSpring = (100.0f * dAbs (GRAVITY)) / x;

            // from the equation of a simple spring / damper system
            // the system resonate at a frequency
            // w^2 = ks
            //
            // and the damping attenuation is given by
            // d = ks / 2.0f
            // where:
            // if   d = w = 2 * pi * f -> the system is critically damped
            // if   d > w < 2 * pi * f -> the system is super critically damped
            // if   d < w < 2 * pi * f -> the system is under damped damped
            // for a vehicle we usually want a suspension that is about 10% super critically damped
            float w = (float)Math.Sqrt(tire.SuspensionSpring);

            // a critically damped suspension act too jumpy for a race car
            tire.SuspensionShock = 1.0f * w;

            // make it a little super critical y damped
            //tireSuspesionShock = 2.0f * w;

            tire.CollisionID = 0x100;

            return(tire);
        }