protected override void Apply(RigidBody obj, int slice) { Vector3D pos = this.FPosition[slice]; Vector3D force = this.FImpulse[slice]; obj.ApplyImpulse(new Vector3((float)force.x, (float)force.y, (float)force.z), new Vector3((float)pos.x, (float)pos.y, (float)pos.z)); }
public unsafe static void ApplyImpulse(this RigidBody obj, ref OpenTK.Vector3 impulse, ref OpenTK.Vector3 rel_pos) { fixed(OpenTK.Vector3 *impulsePtr = &impulse) { fixed(OpenTK.Vector3 *rel_posPtr = &rel_pos) { obj.ApplyImpulse(ref *(BulletSharp.Math.Vector3 *)impulsePtr, ref *(BulletSharp.Math.Vector3 *)rel_posPtr); } } }
public void UpdateFriction(float timeStep) { //calculate the impulse, so that the wheels don't move sidewards int numWheel = NumWheels; if (numWheel == 0) { return; } Array.Resize(ref forwardWS, numWheel); Array.Resize(ref axle, numWheel); Array.Resize(ref forwardImpulse, numWheel); Array.Resize(ref sideImpulse, numWheel); int numWheelsOnGround = 0; //collapse all those loops into one! for (int i = 0; i < NumWheels; i++) { RigidBody groundObject = wheelInfo[i].RaycastInfo.GroundObject as RigidBody; if (groundObject != null) { numWheelsOnGround++; } sideImpulse[i] = 0; forwardImpulse[i] = 0; } for (int i = 0; i < NumWheels; i++) { WheelInfo wheel = wheelInfo[i]; RigidBody groundObject = wheel.RaycastInfo.GroundObject as RigidBody; if (groundObject != null) { Matrix wheelTrans = GetWheelTransformWS(i); axle[i] = new Vector3( wheelTrans[0, indexRightAxis], wheelTrans[1, indexRightAxis], wheelTrans[2, indexRightAxis]); Vector3 surfNormalWS = wheel.RaycastInfo.ContactNormalWS; float proj; Vector3.Dot(ref axle[i], ref surfNormalWS, out proj); axle[i] -= surfNormalWS * proj; axle[i].Normalize(); Vector3.Cross(ref surfNormalWS, ref axle[i], out forwardWS[i]); forwardWS[i].Normalize(); ResolveSingleBilateral(chassisBody, wheel.RaycastInfo.ContactPointWS, groundObject, wheel.RaycastInfo.ContactPointWS, 0, axle[i], ref sideImpulse[i], timeStep); sideImpulse[i] *= sideFrictionStiffness2; } } const float sideFactor = 1.0f; const float fwdFactor = 0.5f; bool sliding = false; for (int i = 0; i < NumWheels; i++) { WheelInfo wheel = wheelInfo[i]; RigidBody groundObject = wheel.RaycastInfo.GroundObject as RigidBody; float rollingFriction = 0.0f; if (groundObject != null) { if (wheel.EngineForce != 0.0f) { rollingFriction = wheel.EngineForce * timeStep; } else { float defaultRollingFrictionImpulse = 0.0f; float maxImpulse = (wheel.Brake != 0) ? wheel.Brake : defaultRollingFrictionImpulse; rollingFriction = CalcRollingFriction(chassisBody, groundObject, wheel.RaycastInfo.ContactPointWS, forwardWS[i], maxImpulse); } } //switch between active rolling (throttle), braking and non-active rolling friction (no throttle/break) forwardImpulse[i] = 0; wheelInfo[i].SkidInfo = 1.0f; if (groundObject != null) { wheelInfo[i].SkidInfo = 1.0f; float maximp = wheel.WheelsSuspensionForce * timeStep * wheel.FrictionSlip; float maximpSide = maximp; float maximpSquared = maximp * maximpSide; forwardImpulse[i] = rollingFriction;//wheel.EngineForce* timeStep; float x = forwardImpulse[i] * fwdFactor; float y = sideImpulse[i] * sideFactor; float impulseSquared = (x * x + y * y); if (impulseSquared > maximpSquared) { sliding = true; float factor = maximp / (float)System.Math.Sqrt(impulseSquared); wheelInfo[i].SkidInfo *= factor; } } } if (sliding) { for (int wheel = 0; wheel < NumWheels; wheel++) { if (sideImpulse[wheel] != 0) { if (wheelInfo[wheel].SkidInfo < 1.0f) { forwardImpulse[wheel] *= wheelInfo[wheel].SkidInfo; sideImpulse[wheel] *= wheelInfo[wheel].SkidInfo; } } } } // apply the impulses for (int i = 0; i < NumWheels; i++) { WheelInfo wheel = wheelInfo[i]; Vector3 rel_pos = wheel.RaycastInfo.ContactPointWS - chassisBody.CenterOfMassPosition; if (forwardImpulse[i] != 0) { chassisBody.ApplyImpulse(forwardWS[i] * forwardImpulse[i], rel_pos); } if (sideImpulse[i] != 0) { RigidBody groundObject = wheel.RaycastInfo.GroundObject as RigidBody; Vector3 rel_pos2 = wheel.RaycastInfo.ContactPointWS - groundObject.CenterOfMassPosition; Vector3 sideImp = axle[i] * sideImpulse[i]; #if ROLLING_INFLUENCE_FIX // fix. It only worked if car's up was along Y - VT. //Vector4 vChassisWorldUp = RigidBody.CenterOfMassTransform.get_Columns(indexUpAxis); Vector3 vChassisWorldUp = new Vector3( RigidBody.CenterOfMassTransform.Row1[indexUpAxis], RigidBody.CenterOfMassTransform.Row2[indexUpAxis], RigidBody.CenterOfMassTransform.Row3[indexUpAxis]); float dot; Vector3.Dot(ref vChassisWorldUp, ref rel_pos, out dot); rel_pos -= vChassisWorldUp * (dot * (1.0f - wheel.RollInfluence)); #else rel_pos[indexUpAxis] *= wheel.RollInfluence; #endif chassisBody.ApplyImpulse(sideImp, rel_pos); //apply friction impulse on the ground groundObject.ApplyImpulse(-sideImp, rel_pos2); } } }