Supports a Vehicle.
 float FrictionBlender(float wheelFriction, float supportFriction, bool isKineticFriction, Wheel wheel)
 {
     //The default friction blender is multiplicative.  This tank had its coefficients designed for averaged coefficients.
     //So, let's average the friction coefficients!
     //Try to fiddle with the configuration and this blender to see how you like other approaches.
     return (wheelFriction + supportFriction) / 2;
 }
        /// <summary>
        /// Create a car Actor which can interface with the BEPU physics engine
        /// </summary>
        /// <param name="position"></param>
        /// <param name="orientation"></param>
        public BepuCarActor(Game game, CarModelRenderer renderer, Matrix worldMatrix)
            : base(game, renderer)
        {
            emitter_ = new AudioEmitter();
            CarSoundEmitters.AudioEmitters.Add(emitter_);

            // create a pin (for keeping the car stuck to the track)
            Capsule pin = new Capsule(new Vector3(0, -0.7f, -2), 0.6f, 0.12f, 1);
            pin.Bounciness = 0f;
            pin.DynamicFriction = 0f;
            pin.StaticFriction = 0f;

            // create a body:
            CompoundBody body = new CompoundBody();
            body.AddBody(new Box(new Vector3(0, 0, 0), 2.5f, .75f, 4.5f, 60));
            body.AddBody(new Box(new Vector3(0, .75f / 2 + .3f / 2, .5f), 2.5f, .3f, 2f, 1));
            body.AddBody(pin);
            body.CenterOfMassOffset = new Vector3(0, -.5f, 0);

            body.WorldTransform = worldMatrix;
            body.LinearVelocity = Vector3.Zero;
            body.AngularVelocity = Vector3.Zero;
            // construct the car:
            car = new Vehicle(body);

            // attach wheels:
            Matrix wheelGraphicRotation = Matrix.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2);
            for (int i = 0; i < 4; i++)
            {
                Wheel wheel = new Wheel(
                                 new RaycastWheelShape(.375f, wheelGraphicRotation),
                                 new WheelSuspension(2000, 100f, Vector3.Down, .8f,
                                     new Vector3(
                                         ( i <= 1 ) ? -1.1f : 1.1f,
                                         0,
                                         ( (i & 1) == 0 ) ? 1.8f : - 1.8f)),
                                 new WheelDrivingMotor(2.5f, 30000, 10000),
                                 new WheelBrake(1.5f, 2, .02f),
                                 new WheelSlidingFriction(4, 5));

                car.AddWheel(wheel);

                // adjust additional values
                wheel.Shape.FreezeWheelsWhileBraking = true;
                wheel.Suspension.SolverSettings.MaximumIterations = 2;
                wheel.Brake.SolverSettings.MaximumIterations = 2;
                wheel.SlidingFriction.SolverSettings.MaximumIterations = 2;
                wheel.DrivingMotor.SolverSettings.MaximumIterations = 2;

            }

            // add it to physics
            Engine.currentWorld.Space.Add(car);
        }
 internal WheelSlidingFriction(Wheel wheel)
 {
     Wheel = wheel;
 }
 /// <summary>
 /// Function which takes the friction values from a wheel and a supporting material and computes the blended friction.
 /// </summary>
 /// <param name="wheelFriction">Friction coefficient associated with the wheel.</param>
 /// <param name="materialFriction">Friction coefficient associated with the support material.</param>
 /// <param name="usingKineticFriction">True if the friction coefficients passed into the blender are kinetic coefficients, false otherwise.</param>
 /// <param name="wheel">Wheel being blended.</param>
 /// <returns>Blended friction coefficient.</returns>
 public static float BlendFriction(float wheelFriction, float materialFriction, bool usingKinematicFriction, Wheel wheel)
 {
     return wheelFriction * materialFriction;
 }
        /// <summary>
        /// Constructs the front end and the internal physics representation of the vehicle.
        /// </summary>
        /// <param name="position">Position of the tank.</param>
        /// <param name="owningSpace">Space to add the vehicle to.</param>
        /// <param name="camera">Camera to attach to the vehicle.</param>
        /// <param name="game">Running game.</param>
        /// <param name="drawer">Drawer used to draw the tank.</param>
        /// <param name="wheelModel">Model to use for the 'wheels' of the tank.</param>
        /// <param name="wheelTexture">Texture of the wheels on the tank.</param>
        public TankInput(Vector3 position, Space owningSpace, Camera camera, DemosGame game, ModelDrawer drawer, Model wheelModel, Texture2D wheelTexture)
        {
            var bodies = new List<CompoundShapeEntry>()
            {
                new CompoundShapeEntry(new BoxShape(4f, 1, 8), new Vector3(0, 0, 0), 500),
                new CompoundShapeEntry(new BoxShape(3, .7f, 4f), new Vector3(0, .5f + .35f, .5f), 1)
            };
            var body = new CompoundBody(bodies, 501);
            body.CollisionInformation.LocalPosition = new Vector3(0, .5f, 0);
            body.Position = (position); //At first, just keep it out of the way.
            Vehicle = new Vehicle(body);

            #region RaycastWheelShapes

            //The wheel model used is not aligned initially with how a wheel would normally look, so rotate them.
            MaximumDriveForce = 1800;
            BaseSlidingFriction = 3;

            Matrix wheelGraphicRotation = Matrix.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2);
            for (int i = 0; i < 6; i++)
            {
                var toAdd = new Wheel(
                    new RaycastWheelShape(.375f, wheelGraphicRotation),
                    new WheelSuspension(2000, 300f, Vector3.Down, 1.3f, new Vector3(-1.9f, 0, -2.9f + i * 1.15f)),
                    new WheelDrivingMotor(10, MaximumDriveForce, MaximumDriveForce),
                    new WheelBrake(7, 7, 1.0f),
                    new WheelSlidingFriction(BaseSlidingFriction, BaseSlidingFriction));
                toAdd.DrivingMotor.GripFrictionBlender = FrictionBlender;
                toAdd.Brake.FrictionBlender = FrictionBlender;
                toAdd.SlidingFriction.FrictionBlender = FrictionBlender;
                Vehicle.AddWheel(toAdd);
                leftTrack.Add(toAdd);
            }
            for (int i = 0; i < 6; i++)
            {
                var toAdd = new Wheel(
                    new RaycastWheelShape(.375f, wheelGraphicRotation),
                    new WheelSuspension(2000, 300f, Vector3.Down, 1.3f, new Vector3(1.9f, 0, -2.9f + i * 1.15f)),
                    new WheelDrivingMotor(10, 2000, 1000),
                    new WheelBrake(7, 7, 1.0f),
                    new WheelSlidingFriction(BaseSlidingFriction, BaseSlidingFriction));
                toAdd.DrivingMotor.GripFrictionBlender = FrictionBlender;
                toAdd.Brake.FrictionBlender = FrictionBlender;
                toAdd.SlidingFriction.FrictionBlender = FrictionBlender;
                Vehicle.AddWheel(toAdd);
                rightTrack.Add(toAdd);
            }

            #endregion

            foreach (Wheel wheel in Vehicle.Wheels)
            {
                //This is a cosmetic setting that makes it looks like the car doesn't have antilock brakes.
                wheel.Shape.FreezeWheelsWhileBraking = true;

                //By default, wheels use as many iterations as the space.  By lowering it,
                //performance can be improved at the cost of a little accuracy.
                wheel.Suspension.SolverSettings.MaximumIterationCount = 1;
                wheel.Brake.SolverSettings.MaximumIterationCount = 1;
                wheel.SlidingFriction.SolverSettings.MaximumIterationCount = 1;
                wheel.DrivingMotor.SolverSettings.MaximumIterationCount = 1;
            }

            Space = owningSpace;

            Space.Add(Vehicle);
            ModelDrawer = drawer;
            DisplayModel model;
            WheelModels = new List<DisplayModel>();
            for (int k = 0; k < Vehicle.Wheels.Count; k++)
            {
                Vehicle.Wheels[k].Shape.Detector.Tag = "noDisplayObject";
                model = new DisplayModel(wheelModel, ModelDrawer);
                ModelDrawer.Add(model);
                WheelModels.Add(model);
                model.Texture = wheelTexture;
            }



            CameraControlScheme = new ChaseCameraControlScheme(Vehicle.Body, new Vector3(0, 0.6f, 0), true, 10, camera, game);

        }
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 internal WheelBrake(Wheel wheel)
 {
     Wheel = wheel;
 }
Exemple #7
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 internal WheelSuspension(Wheel wheel)
 {
     Wheel = wheel;
 }
 internal WheelDrivingMotor(Wheel wheel)
 {
     Wheel = wheel;
 }
Exemple #9
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 /// <summary>
 /// Removes a wheel from the vehicle.
 /// </summary>
 /// <param name="wheel">WheelTest to remove.</param>
 public void RemoveWheel(Wheel wheel)
 {
     if (wheel.vehicle == this)
     {
         wheel.OnRemovedFromVehicle();
         Wheels.Remove(wheel);
     }
     else
         throw new InvalidOperationException("Can't remove a wheel from a vehicle that does not own it.");
 }
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 /// <summary>
 /// Adds a wheel to the vehicle.
 /// </summary>
 /// <param name="wheel">WheelTest to add.</param>
 public void AddWheel(Wheel wheel)
 {
     if (wheel.vehicle == null)
     {
         Wheels.Add(wheel);
         wheel.OnAddedToVehicle(this);
     }
     else
         throw new InvalidOperationException("Can't add a wheel to a vehicle if it already belongs to a vehicle.");
 }
 private void DrawWheel(Wheel wheel, Model model, Matrix[] wheelModelTransforms_)
 {
     foreach (ModelMesh mesh in model.Meshes)
     {
         DrawModelMesh(mesh, wheelModelTransforms_[mesh.ParentBone.Index] * wheel.Shape.WorldTransform, false);
     }
 }
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 internal WheelDrivingMotor(Wheel wheel)
 {
     Wheel = wheel;
 }
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 /// <summary>
 /// Function which takes the friction values from a wheel and a supporting material and computes the blended friction.
 /// </summary>
 /// <param name="wheelFriction">Friction coefficient associated with the wheel.</param>
 /// <param name="materialFriction">Friction coefficient associated with the support material.</param>
 /// <param name="usingKineticFriction">True if the friction coefficients passed into the blender are kinetic coefficients, false otherwise.</param>
 /// <param name="wheel">Wheel being blended.</param>
 /// <returns>Blended friction coefficient.</returns>
 public static float BlendFriction(float wheelFriction, float materialFriction, bool usingKineticFriction, Wheel wheel)
 {
     return(wheelFriction * materialFriction);
 }
Exemple #14
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 internal WheelSuspension(Wheel wheel)
 {
     Wheel = wheel;
 }
 internal WheelSlidingFriction(Wheel wheel)
 {
     Wheel = wheel;
 }
Exemple #16
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 internal WheelBrake(Wheel wheel)
 {
     Wheel = wheel;
 }