public void UpdateWheelTransformsWS(WheelInfo wheel, bool interpolatedTransform) { wheel.m_raycastInfo.m_isInContact = false; IndexedMatrix chassisTrans = GetChassisWorldTransform(); if (interpolatedTransform && (GetRigidBody().GetMotionState() != null)) { GetRigidBody().GetMotionState().GetWorldTransform(out chassisTrans); } wheel.m_raycastInfo.m_hardPointWS = chassisTrans * wheel.m_chassisConnectionPointCS; wheel.m_raycastInfo.m_wheelDirectionWS = chassisTrans._basis * wheel.m_wheelDirectionCS; wheel.m_raycastInfo.m_wheelAxleWS = chassisTrans._basis * wheel.m_wheelAxleCS; }
public float RayCast(WheelInfo wheel) { UpdateWheelTransformsWS(wheel, false); float depth = -1; float raylen = wheel.GetSuspensionRestLength() + wheel.m_wheelsRadius; IndexedVector3 rayvector = wheel.m_raycastInfo.m_wheelDirectionWS * (raylen); IndexedVector3 source = wheel.m_raycastInfo.m_hardPointWS; wheel.m_raycastInfo.m_contactPointWS = source + rayvector; IndexedVector3 target = wheel.m_raycastInfo.m_contactPointWS; float param = 0f; VehicleRaycasterResult rayResults = new VehicleRaycasterResult(); Debug.Assert(m_vehicleRaycaster != null); Object object1 = m_vehicleRaycaster.CastRay(ref source, ref target, ref rayResults); //if (object1 != null && (object1 as RigidBody).m_debugBodyId != 1) //{ // int ibreak = 0; //} //{ // IndexedVector3 from1 = new IndexedVector3(0.7957098f, -9.13606f, 1.794605f); // IndexedVector3 to1 = new IndexedVector3(0.886791f, -10.23207f, 1.815941f); // VehicleRaycasterResult results1 = new VehicleRaycasterResult(); // Object o2 = m_vehicleRaycaster.castRay(ref from1, ref to1, ref results1); // IndexedVector3 from2 = new IndexedVector3(0.7957281f, -9.136093f, 1.794625f); // IndexedVector3 to2 = new IndexedVector3(0.8867911f, -10.23211f, 1.815956f); // VehicleRaycasterResult results2 = new VehicleRaycasterResult(); // Object o3 = m_vehicleRaycaster.castRay(ref from2, ref to2, ref results2); // if (Math.Abs(results1.m_distFraction - results2.m_distFraction) > 0.1f) // { // int ibreak = 0; // } //} wheel.m_raycastInfo.m_groundObject = null; if (object1 != null) { param = rayResults.m_distFraction; depth = raylen * rayResults.m_distFraction; wheel.m_raycastInfo.m_contactNormalWS = rayResults.m_hitNormalInWorld; wheel.m_raycastInfo.m_isInContact = true; wheel.m_raycastInfo.m_groundObject = s_fixedObject;///@todo for driving on dynamic/movable objects!; //wheel.m_raycastInfo.m_groundObject = object; float hitDistance = param * raylen; wheel.m_raycastInfo.m_suspensionLength = hitDistance - wheel.m_wheelsRadius; //clamp on max suspension travel float minSuspensionLength = wheel.GetSuspensionRestLength() - wheel.m_maxSuspensionTravelCm * 0.01f; float maxSuspensionLength = wheel.GetSuspensionRestLength() + wheel.m_maxSuspensionTravelCm * 0.01f; 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; } //if (Math.Abs(wheel.m_raycastInfo.m_suspensionLength - wheel.m_raycastInfo.m_suspensionLengthBak) > 0.1f) //{ // int ibreak = 0; //} wheel.m_raycastInfo.m_suspensionLengthBak = wheel.m_raycastInfo.m_suspensionLength; wheel.m_raycastInfo.m_contactPointWS = rayResults.m_hitPointInWorld; float denominator = IndexedVector3.Dot(wheel.m_raycastInfo.m_contactNormalWS, wheel.m_raycastInfo.m_wheelDirectionWS); IndexedVector3 chassis_velocity_at_contactPoint; IndexedVector3 relpos = wheel.m_raycastInfo.m_contactPointWS - GetRigidBody().GetCenterOfMassPosition(); chassis_velocity_at_contactPoint = GetRigidBody().GetVelocityInLocalPoint(ref relpos); float projVel = IndexedVector3.Dot(wheel.m_raycastInfo.m_contactNormalWS, chassis_velocity_at_contactPoint); //if (projVel > 1f) //{ // int ibreak = 0; //} if (denominator >= -0.1f) { wheel.m_suspensionRelativeVelocity = 0f; wheel.m_clippedInvContactDotSuspension = 1.0f / 0.1f; } else { float inv = -1f / denominator; wheel.m_suspensionRelativeVelocity = projVel * inv; wheel.m_clippedInvContactDotSuspension = inv; } } else { //put wheel info as in rest position wheel.m_raycastInfo.m_suspensionLength = wheel.GetSuspensionRestLength(); wheel.m_suspensionRelativeVelocity = 0.0f; wheel.m_raycastInfo.m_contactNormalWS = -wheel.m_raycastInfo.m_wheelDirectionWS; wheel.m_clippedInvContactDotSuspension = 1.0f; } return(depth); }
public virtual void UpdateFriction(float timeStep) { //calculate the impulse, so that the wheels don't move sidewards int numWheel = GetNumWheels(); if (numWheel == 0) { 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 < numWheel; i++) { WheelInfo wheelInfo = m_wheelInfo[i]; RigidBody groundObject = wheelInfo.m_raycastInfo.m_groundObject as RigidBody; if (groundObject != null) { numWheelsOnGround++; } m_sideImpulse[i] = 0f; m_forwardImpulse[i] = 0f; } //f (numWheelsOnGround != 4) // // int ibreak = 0; // { //foreach(WheelInfo wheelInfo in m_wheelInfo) for (int i = 0; i < numWheel; ++i) { WheelInfo wheelInfo = m_wheelInfo[i]; RigidBody groundObject = wheelInfo.m_raycastInfo.m_groundObject as RigidBody; if (groundObject != null) { IndexedMatrix wheelTrans = GetWheelTransformWS(i); IndexedBasisMatrix wheelBasis0 = wheelTrans._basis; m_axle[i] = new IndexedVector3( wheelBasis0._el0[m_indexRightAxis], wheelBasis0._el1[m_indexRightAxis], wheelBasis0._el2[m_indexRightAxis]); IndexedVector3 surfNormalWS = wheelInfo.m_raycastInfo.m_contactNormalWS; float proj = IndexedVector3.Dot(m_axle[i], surfNormalWS); m_axle[i] -= surfNormalWS * proj; m_axle[i].Normalize(); m_forwardWS[i] = IndexedVector3.Cross(surfNormalWS, m_axle[i]); m_forwardWS[i].Normalize(); IndexedVector3 tempAxle = m_axle[i]; float tempImpulse = m_sideImpulse[i]; ContactConstraint.ResolveSingleBilateral(m_chassisBody, ref wheelInfo.m_raycastInfo.m_contactPointWS, groundObject, ref wheelInfo.m_raycastInfo.m_contactPointWS, 0f, ref tempAxle, ref tempImpulse, timeStep); m_sideImpulse[i] = (tempImpulse * sideFrictionStiffness2); } } } float sideFactor = 1f; float fwdFactor = 0.5f; bool sliding = false; { for (int wheel = 0; wheel < numWheel; wheel++) { WheelInfo wheelInfo = m_wheelInfo[wheel]; RigidBody groundObject = wheelInfo.m_raycastInfo.m_groundObject as RigidBody; float rollingFriction = 0f; if (groundObject != null) { if (wheelInfo.m_engineForce != 0.0f) { rollingFriction = wheelInfo.m_engineForce * timeStep; } else { float defaultRollingFrictionImpulse = 0f; float maxImpulse = (wheelInfo.m_brake != 0f) ? wheelInfo.m_brake : defaultRollingFrictionImpulse; IndexedVector3 tempWheel = m_forwardWS[wheel]; WheelContactPoint contactPt = new WheelContactPoint(m_chassisBody, groundObject, ref wheelInfo.m_raycastInfo.m_contactPointWS, ref tempWheel, maxImpulse); m_forwardWS[wheel] = tempWheel; rollingFriction = CalcRollingFriction(contactPt); } } //switch between active rolling (throttle), braking and non-active rolling friction (no throttle/break) m_forwardImpulse[wheel] = 0f; m_wheelInfo[wheel].m_skidInfo = 1f; if (groundObject != null) { m_wheelInfo[wheel].m_skidInfo = 1f; float maximp = wheelInfo.m_wheelsSuspensionForce * timeStep * wheelInfo.m_frictionSlip; float maximpSide = maximp; float maximpSquared = maximp * maximpSide; m_forwardImpulse[wheel] = rollingFriction; //wheelInfo.m_engineForce* timeStep; float x = (m_forwardImpulse[wheel]) * fwdFactor; float y = (m_sideImpulse[wheel]) * sideFactor; float impulseSquared = (x * x + y * y); if (impulseSquared > maximpSquared) { sliding = true; float factor = (float)(maximp / Math.Sqrt(impulseSquared)); m_wheelInfo[wheel].m_skidInfo *= factor; } } } } if (sliding) { for (int wheel = 0; wheel < numWheel; wheel++) { if (m_sideImpulse[wheel] != 0f) { if (m_wheelInfo[wheel].m_skidInfo < 1f) { m_forwardImpulse[wheel] *= m_wheelInfo[wheel].m_skidInfo; m_sideImpulse[wheel] *= m_wheelInfo[wheel].m_skidInfo; } } } } // apply the impulses { for (int wheel = 0; wheel < numWheel; wheel++) { WheelInfo wheelInfo = m_wheelInfo[wheel]; IndexedVector3 rel_pos = wheelInfo.m_raycastInfo.m_contactPointWS - m_chassisBody.GetCenterOfMassPosition(); //if (m_forwardImpulse[wheel] > 5f || m_sideImpulse[wheel] > 5f) //{ // int ibreak = 0; //} if (m_forwardImpulse[wheel] != 0f) { m_chassisBody.ApplyImpulse(m_forwardWS[wheel] * (m_forwardImpulse[wheel]), rel_pos); } if (m_sideImpulse[wheel] != 0f) { RigidBody groundObject = m_wheelInfo[wheel].m_raycastInfo.m_groundObject as RigidBody; IndexedVector3 rel_pos2 = wheelInfo.m_raycastInfo.m_contactPointWS - groundObject.GetCenterOfMassPosition(); IndexedVector3 sideImp = m_axle[wheel] * m_sideImpulse[wheel]; #if ROLLING_INFLUENCE_FIX // fix. It only worked if car's up was along Y - VT. IndexedVector3 vChassisWorldUp = GetRigidBody().GetCenterOfMassTransform()._basis.GetColumn(m_indexUpAxis); rel_pos -= vChassisWorldUp * (IndexedVector3.Dot(vChassisWorldUp, rel_pos) * (1.0f - wheelInfo.m_rollInfluence)); #else rel_pos[m_indexUpAxis] *= wheelInfo.m_rollInfluence; #endif m_chassisBody.ApplyImpulse(ref sideImp, ref rel_pos); //apply friction impulse on the ground IndexedVector3 temp = -sideImp; groundObject.ApplyImpulse(ref temp, ref rel_pos2); } } } }
public virtual void UpdateVehicle(float step) { int numWheels = GetNumWheels(); { for (int i = 0; i < numWheels; i++) { UpdateWheelTransform(i, false); } } m_currentVehicleSpeedKmHour = 3.6f * GetRigidBody().GetLinearVelocity().Length(); IndexedMatrix chassisTrans = GetChassisWorldTransform(); IndexedVector3 forwardW = new IndexedVector3( chassisTrans._basis[0, m_indexForwardAxis], chassisTrans._basis[1, m_indexForwardAxis], chassisTrans._basis[2, m_indexForwardAxis]); if (IndexedVector3.Dot(forwardW, GetRigidBody().GetLinearVelocity()) < 0f) { m_currentVehicleSpeedKmHour *= -1f; } // // simulate suspension // float[] depthData = new float[numWheels]; float depth = 0f; for (int i = 0; i < numWheels; i++) { depth = RayCast(m_wheelInfo[i]); depthData[i] = depth; if (m_wheelInfo[i].m_raycastInfo.m_isInContact == false) { //int ibreak = 0; depth = RayCast(m_wheelInfo[i]); depthData[i] = depth; } } UpdateSuspension(step); for (int i = 0; i < numWheels; ++i) { WheelInfo wheel = m_wheelInfo[i]; //apply suspension force float suspensionForce = wheel.m_wheelsSuspensionForce; if (suspensionForce > wheel.m_maxSuspensionForce) { suspensionForce = wheel.m_maxSuspensionForce; } IndexedVector3 impulse = wheel.m_raycastInfo.m_contactNormalWS * suspensionForce * step; IndexedVector3 relpos = wheel.m_raycastInfo.m_contactPointWS - GetRigidBody().GetCenterOfMassPosition(); //if (impulse.Y < 30 || impulse.Y > 40) //{ // int ibreak = 0; //} //impulse = new IndexedVector3(0f, 1f, 0f); GetRigidBody().ApplyImpulse(ref impulse, ref relpos); } UpdateFriction(step); for (int i = 0; i < numWheels; ++i) { WheelInfo wheel = m_wheelInfo[i]; IndexedVector3 relpos = wheel.m_raycastInfo.m_hardPointWS - GetRigidBody().GetCenterOfMassPosition(); IndexedVector3 vel = GetRigidBody().GetVelocityInLocalPoint(ref relpos); if (wheel.m_raycastInfo.m_isInContact) { IndexedMatrix chassisWorldTransform = GetChassisWorldTransform(); IndexedVector3 fwd = new IndexedVector3( chassisWorldTransform._basis[0, m_indexForwardAxis], chassisWorldTransform._basis[1, m_indexForwardAxis], chassisWorldTransform._basis[2, m_indexForwardAxis]); float proj = IndexedVector3.Dot(fwd, wheel.m_raycastInfo.m_contactNormalWS); fwd -= wheel.m_raycastInfo.m_contactNormalWS * proj; float proj2 = IndexedVector3.Dot(fwd, vel); wheel.m_deltaRotation = (proj2 * step) / (wheel.m_wheelsRadius); wheel.m_rotation += wheel.m_deltaRotation; } else { wheel.m_rotation += wheel.m_deltaRotation; } wheel.m_deltaRotation *= 0.99f; //damping of rotation when not in contact } }