Files
bullet3/BulletDynamics/Vehicle/RaycastVehicle.cpp

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C++

/*
* Copyright (c) 2005 Erwin Coumans http://continuousphysics.com/Bullet/
*
* Permission to use, copy, modify, distribute and sell this software
* and its documentation for any purpose is hereby granted without fee,
* provided that the above copyright notice appear in all copies.
* Erwin Coumans makes no representations about the suitability
* of this software for any purpose.
* It is provided "as is" without express or implied warranty.
*/
#include "RaycastVehicle.h"
#include "ConstraintSolver/Solve2LinearConstraint.h"
#include "ConstraintSolver/JacobianEntry.h"
#include "SimdQuaternion.h"
#include "SimdVector3.h"
#include "VehicleRaycaster.h"
#include "WheelInfo.h"
#include "Dynamics/MassProps.h"
#include "ConstraintSolver/ContactConstraint.h"
static RigidBody s_fixedObject( MassProps ( 0.0f, SimdVector3(0,0,0) ),0.f,0.f,0.f,0.f);
RaycastVehicle::RaycastVehicle(const VehicleTuning& tuning,RigidBody* chassis, VehicleRaycaster* raycaster )
:m_vehicleRaycaster(raycaster),
m_pitchControl(0.f)
{
m_chassisBody = chassis;
m_indexRightAxis = 0;
m_indexUpAxis = 2;
m_indexForwardAxis = 1;
DefaultInit(tuning);
}
void RaycastVehicle::DefaultInit(const VehicleTuning& tuning)
{
m_currentVehicleSpeedKmHour = 0.f;
m_steeringValue = 0.f;
}
RaycastVehicle::~RaycastVehicle()
{
}
//
// basically most of the code is general for 2 or 4 wheel vehicles, but some of it needs to be reviewed
//
WheelInfo& RaycastVehicle::AddWheel( const SimdVector3& connectionPointCS, const SimdVector3& wheelDirectionCS0,const SimdVector3& wheelAxleCS, SimdScalar suspensionRestLength, SimdScalar wheelRadius,const VehicleTuning& tuning, bool isFrontWheel)
{
WheelInfoConstructionInfo ci;
ci.m_chassisConnectionCS = connectionPointCS;
ci.m_wheelDirectionCS = wheelDirectionCS0;
ci.m_wheelAxleCS = wheelAxleCS;
ci.m_suspensionRestLength = suspensionRestLength;
ci.m_wheelRadius = wheelRadius;
ci.m_suspensionStiffness = tuning.m_suspensionStiffness;
ci.m_wheelsDampingCompression = tuning.m_suspensionCompression;
ci.m_wheelsDampingRelaxation = tuning.m_suspensionDamping;
ci.m_frictionSlip = tuning.m_frictionSlip;
ci.m_bIsFrontWheel = isFrontWheel;
ci.m_maxSuspensionTravelCm = tuning.m_maxSuspensionTravelCm;
m_wheelInfo.push_back( WheelInfo(ci));
WheelInfo& wheel = m_wheelInfo[GetNumWheels()-1];
UpdateWheelTransformsWS( wheel );
return wheel;
}
const SimdTransform& RaycastVehicle::GetWheelTransformWS( int wheelIndex ) const
{
assert(wheelIndex < GetNumWheels());
const WheelInfo& wheel = m_wheelInfo[wheelIndex];
return wheel.m_worldTransform;
}
void RaycastVehicle::UpdateWheelTransform( int wheelIndex )
{
WheelInfo& wheel = m_wheelInfo[ wheelIndex ];
UpdateWheelTransformsWS(wheel);
SimdVector3 up = -wheel.m_raycastInfo.m_wheelDirectionWS;
const SimdVector3& right = wheel.m_raycastInfo.m_wheelAxleWS;
SimdVector3 fwd = up.cross(right);
fwd = fwd.normalize();
//rotate around steering over de wheelAxleWS
float steering = wheel.m_steering;
SimdQuaternion steeringOrn(up,steering);//wheel.m_steering);
SimdMatrix3x3 steeringMat(steeringOrn);
SimdQuaternion rotatingOrn(right,wheel.m_rotation);
SimdMatrix3x3 rotatingMat(rotatingOrn);
SimdMatrix3x3 basis2(
right[0],fwd[0],up[0],
right[1],fwd[1],up[1],
right[2],fwd[2],up[2]
);
wheel.m_worldTransform.setBasis(steeringMat * rotatingMat * basis2);
wheel.m_worldTransform.setOrigin(
wheel.m_raycastInfo.m_hardPointWS + wheel.m_raycastInfo.m_wheelDirectionWS * wheel.m_raycastInfo.m_suspensionLength
);
}
void RaycastVehicle::ResetSuspension()
{
std::vector<WheelInfo>::iterator wheelIt;
for (wheelIt = m_wheelInfo.begin();
!(wheelIt == m_wheelInfo.end());wheelIt++)
{
WheelInfo& wheel = *wheelIt;
wheel.m_raycastInfo.m_suspensionLength = wheel.GetSuspensionRestLength();
wheel.m_suspensionRelativeVelocity = 0.0f;
wheel.m_raycastInfo.m_contactNormalWS = - wheel.m_raycastInfo.m_wheelDirectionWS;
//wheel_info.setContactFriction(0.0f);
wheel.m_clippedInvContactDotSuspension = 1.0f;
}
}
void RaycastVehicle::UpdateWheelTransformsWS(WheelInfo& wheel )
{
wheel.m_raycastInfo.m_isInContact = false;
const SimdTransform& chassisTrans = GetRigidBody()->getCenterOfMassTransform();
wheel.m_raycastInfo.m_hardPointWS = chassisTrans( wheel.m_chassisConnectionPointCS );
wheel.m_raycastInfo.m_wheelDirectionWS = chassisTrans.getBasis() * wheel.m_wheelDirectionCS ;
wheel.m_raycastInfo.m_wheelAxleWS = chassisTrans.getBasis() * wheel.m_wheelAxleCS;
}
SimdScalar RaycastVehicle::Raycast(WheelInfo& wheel)
{
UpdateWheelTransformsWS( wheel );
SimdScalar depth = -1;
SimdScalar raylen = wheel.GetSuspensionRestLength()+wheel.m_wheelsRadius;
SimdVector3 rayvector = wheel.m_raycastInfo.m_wheelDirectionWS * (raylen);
const SimdVector3& source = wheel.m_raycastInfo.m_hardPointWS;
wheel.m_raycastInfo.m_contactPointWS = source + rayvector;
const SimdVector3& target = wheel.m_raycastInfo.m_contactPointWS;
SimdScalar param = 0.f;
VehicleRaycaster::VehicleRaycasterResult rayResults;
void* object = m_vehicleRaycaster->CastRay(source,target,rayResults);
wheel.m_raycastInfo.m_groundObject = 0;
if (object)
{
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;
SimdScalar 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;
}
wheel.m_raycastInfo.m_contactPointWS = rayResults.m_hitPointInWorld;
SimdScalar denominator= wheel.m_raycastInfo.m_contactNormalWS.dot( wheel.m_raycastInfo.m_wheelDirectionWS );
SimdVector3 chassis_velocity_at_contactPoint;
SimdVector3 relpos = wheel.m_raycastInfo.m_contactPointWS-GetRigidBody()->getCenterOfMassPosition();
chassis_velocity_at_contactPoint = GetRigidBody()->getVelocityInLocalPoint(relpos);
SimdScalar projVel = wheel.m_raycastInfo.m_contactNormalWS.dot( chassis_velocity_at_contactPoint );
if ( denominator >= -0.1f)
{
wheel.m_suspensionRelativeVelocity = 0.0f;
wheel.m_clippedInvContactDotSuspension = 1.0f / 0.1f;
}
else
{
SimdScalar inv = -1.f / 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;
}
void RaycastVehicle::UpdateVehicle( SimdScalar step )
{
m_currentVehicleSpeedKmHour = 3.6f * GetRigidBody()->getLinearVelocity().length();
const SimdTransform& chassisTrans = GetRigidBody()->getCenterOfMassTransform();
SimdVector3 forwardW (
chassisTrans.getBasis()[0][m_indexForwardAxis],
chassisTrans.getBasis()[1][m_indexForwardAxis],
chassisTrans.getBasis()[2][m_indexForwardAxis]);
if (forwardW.dot(GetRigidBody()->getLinearVelocity()) < 0.f)
{
m_currentVehicleSpeedKmHour *= -1.f;
}
//
// simulate suspension
//
std::vector<WheelInfo>::iterator wheelIt;
int i=0;
for (wheelIt = m_wheelInfo.begin();
!(wheelIt == m_wheelInfo.end());wheelIt++,i++)
{
WheelInfo& wheelInfo = *wheelIt;
SimdScalar depth;
depth = Raycast( *wheelIt );
}
UpdateSuspension(step);
for (wheelIt = m_wheelInfo.begin();
!(wheelIt == m_wheelInfo.end());wheelIt++)
{
//apply suspension force
WheelInfo& wheel = *wheelIt;
float suspensionForce = wheel.m_wheelsSuspensionForce;
float gMaxSuspensionForce = 6000.f;
if (suspensionForce > gMaxSuspensionForce)
{
suspensionForce = gMaxSuspensionForce;
}
SimdVector3 impulse = wheel.m_raycastInfo.m_contactNormalWS * suspensionForce * step;
SimdVector3 relpos = wheel.m_raycastInfo.m_contactPointWS - GetRigidBody()->getCenterOfMassPosition();
GetRigidBody()->applyImpulse(impulse, relpos);
}
UpdateFriction( step);
for (wheelIt = m_wheelInfo.begin();
!(wheelIt == m_wheelInfo.end());wheelIt++)
{
WheelInfo& wheel = *wheelIt;
SimdVector3 relpos = wheel.m_raycastInfo.m_hardPointWS - GetRigidBody()->getCenterOfMassPosition();
SimdVector3 vel = GetRigidBody()->getVelocityInLocalPoint( relpos );
if (wheel.m_raycastInfo.m_isInContact)
{
SimdVector3 fwd (
GetRigidBody()->getCenterOfMassTransform().getBasis()[0][m_indexForwardAxis],
GetRigidBody()->getCenterOfMassTransform().getBasis()[1][m_indexForwardAxis],
GetRigidBody()->getCenterOfMassTransform().getBasis()[2][m_indexForwardAxis]);
SimdScalar proj = fwd.dot(wheel.m_raycastInfo.m_contactNormalWS);
fwd -= wheel.m_raycastInfo.m_contactNormalWS * proj;
SimdScalar proj2 = fwd.dot(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
}
}
void RaycastVehicle::SetSteeringValue(SimdScalar steering,int wheel)
{
assert(wheel>=0 && wheel < GetNumWheels());
WheelInfo& wheelInfo = GetWheelInfo(wheel);
wheelInfo.m_steering = steering;
}
SimdScalar RaycastVehicle::GetSteeringValue(int wheel) const
{
return GetWheelInfo(wheel).m_steering;
}
void RaycastVehicle::ApplyEngineForce(SimdScalar force, int wheel)
{
for (int i=0;i<GetNumWheels();i++)
{
WheelInfo& wheelInfo = GetWheelInfo(i);
bool applyOnFrontWheel = !wheel;
if (applyOnFrontWheel == wheelInfo.m_bIsFrontWheel)
{
wheelInfo.m_engineForce = force;
}
}
}
const WheelInfo& RaycastVehicle::GetWheelInfo(int index) const
{
ASSERT((index >= 0) && (index < GetNumWheels()));
return m_wheelInfo[index];
}
WheelInfo& RaycastVehicle::GetWheelInfo(int index)
{
ASSERT((index >= 0) && (index < GetNumWheels()));
return m_wheelInfo[index];
}
void RaycastVehicle::SetBrake(float brake,int wheelIndex)
{
ASSERT((wheelIndex >= 0) && (wheelIndex < GetNumWheels()));
GetWheelInfo(wheelIndex).m_brake;
}
void RaycastVehicle::UpdateSuspension(SimdScalar deltaTime)
{
SimdScalar chassisMass = 1.f / m_chassisBody->getInvMass();
for (int w_it=0; w_it<GetNumWheels(); w_it++)
{
WheelInfo &wheel_info = m_wheelInfo[w_it];
if ( wheel_info.m_raycastInfo.m_isInContact )
{
SimdScalar force;
// Spring
{
SimdScalar susp_length = wheel_info.GetSuspensionRestLength();
SimdScalar current_length = wheel_info.m_raycastInfo.m_suspensionLength;
SimdScalar length_diff = (susp_length - current_length);
force = wheel_info.m_suspensionStiffness
* length_diff * wheel_info.m_clippedInvContactDotSuspension;
}
// Damper
{
SimdScalar projected_rel_vel = wheel_info.m_suspensionRelativeVelocity;
{
SimdScalar susp_damping;
if ( projected_rel_vel < 0.0f )
{
susp_damping = wheel_info.m_wheelsDampingCompression;
}
else
{
susp_damping = wheel_info.m_wheelsDampingRelaxation;
}
force -= susp_damping * projected_rel_vel;
}
}
// RESULT
wheel_info.m_wheelsSuspensionForce = force * chassisMass;
if (wheel_info.m_wheelsSuspensionForce < 0.f)
{
wheel_info.m_wheelsSuspensionForce = 0.f;
}
}
else
{
wheel_info.m_wheelsSuspensionForce = 0.0f;
}
}
}
float sideFrictionStiffness2 = 1.0f;
void RaycastVehicle::UpdateFriction(SimdScalar timeStep)
{
//calculate the impulse, so that the wheels don't move sidewards
int numWheel = GetNumWheels();
if (!numWheel)
return;
SimdVector3* forwardWS = new SimdVector3[numWheel];
SimdVector3* axle = new SimdVector3[numWheel];
SimdScalar* forwardImpulse = new SimdScalar[numWheel];
SimdScalar* sideImpulse = new SimdScalar[numWheel];
int numWheelsOnGround = 0;
//collapse all those loops into one!
for (int i=0;i<GetNumWheels();i++)
{
WheelInfo& wheelInfo = m_wheelInfo[i];
class RigidBody* groundObject = (class RigidBody*) wheelInfo.m_raycastInfo.m_groundObject;
if (groundObject)
numWheelsOnGround++;
sideImpulse[i] = 0.f;
forwardImpulse[i] = 0.f;
}
{
for (int i=0;i<GetNumWheels();i++)
{
WheelInfo& wheelInfo = m_wheelInfo[i];
class RigidBody* groundObject = (class RigidBody*) wheelInfo.m_raycastInfo.m_groundObject;
if (groundObject)
{
const SimdTransform& wheelTrans = GetWheelTransformWS( i );
SimdMatrix3x3 wheelBasis0 = wheelTrans.getBasis();
axle[i] = SimdVector3(
wheelBasis0[0][m_indexRightAxis],
wheelBasis0[1][m_indexRightAxis],
wheelBasis0[2][m_indexRightAxis]);
const SimdVector3& surfNormalWS = wheelInfo.m_raycastInfo.m_contactNormalWS;
SimdScalar proj = axle[i].dot(surfNormalWS);
axle[i] -= surfNormalWS * proj;
axle[i] = axle[i].normalize();
forwardWS[i] = surfNormalWS.cross(axle[i]);
forwardWS[i].normalize();
resolveSingleBilateral(*m_chassisBody, wheelInfo.m_raycastInfo.m_contactPointWS,
*groundObject, wheelInfo.m_raycastInfo.m_contactPointWS,
0.f, axle[i],sideImpulse[i],timeStep);
sideImpulse[i] *= sideFrictionStiffness2;
}
}
}
SimdScalar sideFactor = 1.f;
SimdScalar fwdFactor = 0.5;
bool sliding = false;
{
for (int wheel =0;wheel <GetNumWheels();wheel++)
{
WheelInfo& wheelInfo = m_wheelInfo[wheel];
class RigidBody* groundObject = (class RigidBody*) wheelInfo.m_raycastInfo.m_groundObject;
forwardImpulse[wheel] = 0.f;
m_wheelInfo[wheel].m_skidInfo= 1.f;
if (groundObject)
{
m_wheelInfo[wheel].m_skidInfo= 1.f;
SimdScalar maximp = wheelInfo.m_wheelsSuspensionForce * timeStep * wheelInfo.m_frictionSlip;
SimdScalar maximpSide = maximp;
SimdScalar maximpSquared = maximp * maximpSide;
forwardImpulse[wheel] = wheelInfo.m_engineForce* timeStep;
float x = (forwardImpulse[wheel] ) * fwdFactor;
float y = (sideImpulse[wheel] ) * sideFactor;
float impulseSquared = (x*x + y*y);
if (impulseSquared > maximpSquared)
{
sliding = true;
SimdScalar factor = maximp / SimdSqrt(impulseSquared);
m_wheelInfo[wheel].m_skidInfo *= factor;
}
}
}
}
if (sliding)
{
for (int wheel = 0;wheel < GetNumWheels(); wheel++)
{
if (sideImpulse[wheel] != 0.f)
{
if (m_wheelInfo[wheel].m_skidInfo< 1.f)
{
forwardImpulse[wheel] *= m_wheelInfo[wheel].m_skidInfo;
sideImpulse[wheel] *= m_wheelInfo[wheel].m_skidInfo;
}
}
}
}
// apply the impulses
{
for (int wheel = 0;wheel<GetNumWheels() ; wheel++)
{
WheelInfo& wheelInfo = m_wheelInfo[wheel];
SimdVector3 rel_pos = wheelInfo.m_raycastInfo.m_contactPointWS -
m_chassisBody->getCenterOfMassPosition();
if (forwardImpulse[wheel] != 0.f)
{
m_chassisBody->applyImpulse(forwardWS[wheel]*(forwardImpulse[wheel]),rel_pos);
}
if (sideImpulse[wheel] != 0.f)
{
class RigidBody* groundObject = (class RigidBody*) m_wheelInfo[wheel].m_raycastInfo.m_groundObject;
SimdVector3 rel_pos2 = wheelInfo.m_raycastInfo.m_contactPointWS -
groundObject->getCenterOfMassPosition();
SimdVector3 sideImp = axle[wheel] * sideImpulse[wheel];
rel_pos[2] *= wheelInfo.m_rollInfluence;
m_chassisBody->applyImpulse(sideImp,rel_pos);
//apply friction impulse on the ground
groundObject->applyImpulse(-sideImp,rel_pos2);
}
}
}
delete []forwardWS;
delete [] axle;
delete[]forwardImpulse;
delete[] sideImpulse;
}