Add a dynamic ray-cast vehicle controller
This commit is contained in:
@@ -44,6 +44,7 @@ mod primitives3;
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mod restitution3;
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mod restitution3;
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mod sensor3;
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mod sensor3;
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mod trimesh3;
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mod trimesh3;
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mod vehicle_controller3;
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fn demo_name_from_command_line() -> Option<String> {
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fn demo_name_from_command_line() -> Option<String> {
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let mut args = std::env::args();
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let mut args = std::env::args();
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@@ -101,6 +102,7 @@ pub fn main() {
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("Restitution", restitution3::init_world),
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("Restitution", restitution3::init_world),
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("Sensor", sensor3::init_world),
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("Sensor", sensor3::init_world),
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("TriMesh", trimesh3::init_world),
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("TriMesh", trimesh3::init_world),
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("Vehicle controller", vehicle_controller3::init_world),
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("Keva tower", keva3::init_world),
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("Keva tower", keva3::init_world),
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("Newton cradle", newton_cradle3::init_world),
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("Newton cradle", newton_cradle3::init_world),
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("(Debug) multibody_joints", debug_articulations3::init_world),
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("(Debug) multibody_joints", debug_articulations3::init_world),
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174
examples3d/vehicle_controller3.rs
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174
examples3d/vehicle_controller3.rs
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@@ -0,0 +1,174 @@
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use rapier3d::control::{DynamicRayCastVehicleController, WheelTuning};
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use rapier3d::prelude::*;
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use rapier_testbed3d::Testbed;
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pub fn init_world(testbed: &mut Testbed) {
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/*
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* World
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*/
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let mut bodies = RigidBodySet::new();
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let mut colliders = ColliderSet::new();
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let mut impulse_joints = ImpulseJointSet::new();
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let multibody_joints = MultibodyJointSet::new();
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/*
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* Ground
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*/
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let ground_size = 5.0;
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let ground_height = 0.1;
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let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, -ground_height, 0.0]);
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let floor_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size);
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colliders.insert_with_parent(collider, floor_handle, &mut bodies);
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/*
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* Vehicle we will control manually.
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*/
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let hw = 0.3;
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let hh = 0.15;
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let rigid_body = RigidBodyBuilder::dynamic().translation(vector![0.0, 1.0, 0.0]);
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let vehicle_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(hw, hh, hw);
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colliders.insert_with_parent(collider, vehicle_handle, &mut bodies);
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let mut tuning = WheelTuning::default();
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tuning.suspension_stiffness = 100.0;
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tuning.suspension_damping = 10.0;
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let mut vehicle = DynamicRayCastVehicleController::new(vehicle_handle);
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let wheel_positions = [
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point![hw, -hh, hw],
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point![hw, -hh, -hw],
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point![-hw, -hh, hw],
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point![-hw, -hh, -hw],
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];
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for pos in wheel_positions {
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vehicle.add_wheel(pos, -Vector::y(), Vector::z(), hh, hh / 4.0, &tuning);
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}
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/*
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* Create the cubes
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*/
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let num = 8;
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let rad = 0.1;
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let shift = rad * 2.0;
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let centerx = shift * (num / 2) as f32;
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let centery = rad;
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for j in 0usize..4 {
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for k in 0usize..4 {
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for i in 0..num {
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let x = i as f32 * shift - centerx;
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let y = j as f32 * shift + centery;
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let z = k as f32 * shift + centerx;
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let rigid_body = RigidBodyBuilder::dynamic().translation(vector![x, y, z]);
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(rad, rad, rad);
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colliders.insert_with_parent(collider, handle, &mut bodies);
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}
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}
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}
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/*
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* Create some stairs.
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*/
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let stair_width = 1.0;
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let stair_height = 0.1;
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for i in 0..10 {
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let x = i as f32 * stair_width / 2.0;
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let y = i as f32 * stair_height * 1.5 + 3.0;
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let collider = ColliderBuilder::cuboid(stair_width / 2.0, stair_height / 2.0, stair_width)
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.translation(vector![x, y, 0.0]);
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colliders.insert(collider);
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}
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/*
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* Create a slope we can climb.
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*/
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let slope_angle = 0.2;
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let slope_size = 2.0;
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let collider = ColliderBuilder::cuboid(slope_size, ground_height, slope_size)
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.translation(vector![ground_size + slope_size, -ground_height + 0.4, 0.0])
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.rotation(Vector::z() * slope_angle);
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colliders.insert(collider);
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/*
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* Create a slope we can’t climb.
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*/
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let impossible_slope_angle = 0.9;
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let impossible_slope_size = 2.0;
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let collider = ColliderBuilder::cuboid(slope_size, ground_height, ground_size)
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.translation(vector![
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ground_size + slope_size * 2.0 + impossible_slope_size - 0.9,
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-ground_height + 2.3,
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0.0
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])
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.rotation(Vector::z() * impossible_slope_angle);
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colliders.insert(collider);
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/*
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* Create a moving platform.
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*/
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let body = RigidBodyBuilder::kinematic_velocity_based().translation(vector![-8.0, 1.5, 0.0]);
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// .rotation(-0.3);
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let platform_handle = bodies.insert(body);
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let collider = ColliderBuilder::cuboid(2.0, ground_height, 2.0);
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colliders.insert_with_parent(collider, platform_handle, &mut bodies);
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/*
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* More complex ground.
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*/
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let ground_size = Vector::new(10.0, 1.0, 10.0);
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let nsubdivs = 20;
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let heights = DMatrix::from_fn(nsubdivs + 1, nsubdivs + 1, |i, j| {
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(i as f32 * ground_size.x / (nsubdivs as f32) / 2.0).cos()
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+ (j as f32 * ground_size.z / (nsubdivs as f32) / 2.0).cos()
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});
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let collider =
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ColliderBuilder::heightfield(heights, ground_size).translation(vector![-8.0, 5.0, 0.0]);
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colliders.insert(collider);
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/*
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* A tilting dynamic body with a limited joint.
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*/
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let ground = RigidBodyBuilder::fixed().translation(vector![0.0, 5.0, 0.0]);
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let ground_handle = bodies.insert(ground);
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let body = RigidBodyBuilder::dynamic().translation(vector![0.0, 5.0, 0.0]);
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let handle = bodies.insert(body);
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let collider = ColliderBuilder::cuboid(1.0, 0.1, 2.0);
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colliders.insert_with_parent(collider, handle, &mut bodies);
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let joint = RevoluteJointBuilder::new(Vector::z_axis()).limits([-0.3, 0.3]);
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impulse_joints.insert(ground_handle, handle, joint, true);
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/*
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* Setup a callback to move the platform.
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*/
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testbed.add_callback(move |_, physics, _, run_state| {
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let linvel = vector![
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(run_state.time * 2.0).sin() * 2.0,
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(run_state.time * 5.0).sin() * 1.5,
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0.0
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];
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// let angvel = run_state.time.sin() * 0.5;
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// Update the velocity-based kinematic body by setting its velocity.
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if let Some(platform) = physics.bodies.get_mut(platform_handle) {
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platform.set_linvel(linvel, true);
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// NOTE: interaction with rotating platforms isn’t handled very well yet.
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// platform.set_angvel(angvel, true);
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}
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});
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/*
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* Set up the testbed.
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*/
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testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
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testbed.set_vehicle_controller(vehicle);
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testbed.look_at(point!(10.0, 10.0, 10.0), Point::origin());
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}
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@@ -5,4 +5,10 @@ pub use self::character_controller::{
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KinematicCharacterController,
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KinematicCharacterController,
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};
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};
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#[cfg(feature = "dim3")]
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pub use self::ray_cast_vehicle_controller::{DynamicRayCastVehicleController, Wheel, WheelTuning};
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mod character_controller;
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mod character_controller;
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#[cfg(feature = "dim3")]
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mod ray_cast_vehicle_controller;
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808
src/control/ray_cast_vehicle_controller.rs
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808
src/control/ray_cast_vehicle_controller.rs
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@@ -0,0 +1,808 @@
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//! A vehicle controller based on ray-casting, ported and modified from Bullet’s `btRaycastVehicle`.
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use crate::dynamics::{RigidBody, RigidBodyHandle, RigidBodySet};
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use crate::geometry::{ColliderHandle, ColliderSet, Ray};
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use crate::math::{Point, Real, Rotation, Vector};
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use crate::pipeline::{QueryFilter, QueryPipeline};
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use crate::utils::{WCross, WDot};
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/// A character controller to simulate vehicles using ray-casting for the wheels.
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pub struct DynamicRayCastVehicleController {
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wheels: Vec<Wheel>,
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forward_ws: Vec<Vector<Real>>,
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axle: Vec<Vector<Real>>,
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/// The current forward speed of the vehicle.
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pub current_vehicle_speed: Real,
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/// Handle of the vehicle’s chassis.
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pub chassis: RigidBodyHandle,
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/// The chassis’ local _up_ direction (`0 = x, 1 = y, 2 = z`)
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pub index_up_axis: usize,
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/// The chassis’ local _forward_ direction (`0 = x, 1 = y, 2 = z`)
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pub index_forward_axis: usize,
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}
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#[derive(Copy, Clone, Debug, PartialEq)]
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/// Parameters affecting the physical behavior of a wheel.
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pub struct WheelTuning {
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/// The suspension stiffness.
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///
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/// Increase this value if the suspension appears to not push the vehicle strong enough.
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pub suspension_stiffness: Real,
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/// The suspension’s damping when it is being compressed.
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pub suspension_compression: Real,
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/// The suspension’s damping when it is being released.
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///
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/// Increase this value if the suspension appears to overshoot.
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pub suspension_damping: Real,
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/// The maximum distance the suspension can travel before and after its resting length.
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pub max_suspension_travel: Real,
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/// Parameter controlling how much traction the tire his.
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///
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/// The larger the value, the more instantaneous braking will happen (with the risk of
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/// causing the vehicle to flip if it’s too strong).
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pub friction_slip: Real,
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/// The maximum force applied by the suspension.
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pub max_suspension_force: Real,
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}
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impl Default for WheelTuning {
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fn default() -> Self {
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Self {
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suspension_stiffness: 5.88,
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suspension_compression: 0.83,
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suspension_damping: 0.88,
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max_suspension_travel: 5.0,
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friction_slip: 10.5,
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max_suspension_force: 6000.0,
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}
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}
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}
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/// Objects used to initialize a wheel.
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struct WheelDesc {
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/// The position of the wheel, relative to the chassis.
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pub chassis_connection_cs: Point<Real>,
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/// The direction of the wheel’s suspension, relative to the chassis.
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///
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/// The ray-casting will happen following this direction to detect the ground.
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pub direction_cs: Vector<Real>,
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/// The wheel’s axle axis, relative to the chassis.
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pub axle_cs: Vector<Real>,
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/// The rest length of the wheel’s suspension spring.
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pub suspension_rest_length: Real,
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/// The maximum distance the suspension can travel before and after its resting length.
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pub max_suspension_travel: Real,
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/// The wheel’s radius.
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pub radius: Real,
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/// The suspension stiffness.
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///
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/// Increase this value if the suspension appears to not push the vehicle strong enough.
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pub suspension_stiffness: Real,
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/// The suspension’s damping when it is being compressed.
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pub damping_compression: Real,
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/// The suspension’s damping when it is being released.
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///
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/// Increase this value if the suspension appears to overshoot.
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pub damping_relaxation: Real,
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/// Parameter controlling how much traction the tire his.
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///
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/// The larger the value, the more instantaneous braking will happen (with the risk of
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/// causing the vehicle to flip if it’s too strong).
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pub friction_slip: Real,
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/// The maximum force applied by the suspension.
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pub max_suspension_force: Real,
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}
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#[derive(Copy, Clone, Debug, PartialEq)]
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/// A wheel attached to a vehicle.
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pub struct Wheel {
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raycast_info: RayCastInfo,
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center: Point<Real>,
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wheel_direction_ws: Vector<Real>,
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wheel_axle_ws: Vector<Real>,
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/// The position of the wheel, relative to the chassis.
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pub chassis_connection_point_cs: Point<Real>,
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/// The direction of the wheel’s suspension, relative to the chassis.
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///
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/// The ray-casting will happen following this direction to detect the ground.
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pub direction_cs: Vector<Real>,
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/// The wheel’s axle axis, relative to the chassis.
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pub axle_cs: Vector<Real>,
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/// The rest length of the wheel’s suspension spring.
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pub suspension_rest_length: Real,
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/// The maximum distance the suspension can travel before and after its resting length.
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pub max_suspension_travel: Real,
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/// The wheel’s radius.
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pub radius: Real,
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/// The suspension stiffness.
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///
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/// Increase this value if the suspension appears to not push the vehicle strong enough.
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pub suspension_stiffness: Real,
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/// The suspension’s damping when it is being compressed.
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pub damping_compression: Real,
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/// The suspension’s damping when it is being released.
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///
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/// Increase this value if the suspension appears to overshoot.
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pub damping_relaxation: Real,
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/// Parameter controlling how much traction the tire his.
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///
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/// The larger the value, the more instantaneous braking will happen (with the risk of
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/// causing the vehicle to flip if it’s too strong).
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friction_slip: Real,
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/// The wheel’s current rotation on its axle.
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pub rotation: Real,
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delta_rotation: Real,
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roll_influence: Real, // TODO: make this public?
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/// The maximum force applied by the suspension.
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pub max_suspension_force: Real,
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/// The forward impulses applied by the wheel on the chassis.
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pub forward_impulse: Real,
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/// The side impulses applied by the wheel on the chassis.
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pub side_impulse: Real,
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/// The steering angle for this wheel.
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pub steering: Real,
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/// The forward force applied by this wheel on the chassis.
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pub engine_force: Real,
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/// The maximum amount of braking impulse applied to slow down the vehicle.
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pub brake: Real,
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clipped_inv_contact_dot_suspension: Real,
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|
suspension_relative_velocity: Real,
|
||||||
|
/// The force applied by the suspension.
|
||||||
|
pub wheel_suspension_force: Real,
|
||||||
|
skid_info: Real,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Wheel {
|
||||||
|
fn new(info: WheelDesc) -> Self {
|
||||||
|
Self {
|
||||||
|
raycast_info: RayCastInfo::default(),
|
||||||
|
suspension_rest_length: info.suspension_rest_length,
|
||||||
|
max_suspension_travel: info.max_suspension_travel,
|
||||||
|
radius: info.radius,
|
||||||
|
suspension_stiffness: info.suspension_stiffness,
|
||||||
|
damping_compression: info.damping_compression,
|
||||||
|
damping_relaxation: info.damping_relaxation,
|
||||||
|
chassis_connection_point_cs: info.chassis_connection_cs,
|
||||||
|
direction_cs: info.direction_cs,
|
||||||
|
axle_cs: info.axle_cs,
|
||||||
|
wheel_direction_ws: info.direction_cs,
|
||||||
|
wheel_axle_ws: info.axle_cs,
|
||||||
|
center: Point::origin(),
|
||||||
|
friction_slip: info.friction_slip,
|
||||||
|
steering: 0.0,
|
||||||
|
engine_force: 0.0,
|
||||||
|
rotation: 0.0,
|
||||||
|
delta_rotation: 0.0,
|
||||||
|
brake: 0.0,
|
||||||
|
roll_influence: 0.1,
|
||||||
|
clipped_inv_contact_dot_suspension: 0.0,
|
||||||
|
suspension_relative_velocity: 0.0,
|
||||||
|
wheel_suspension_force: 0.0,
|
||||||
|
max_suspension_force: info.max_suspension_force,
|
||||||
|
skid_info: 0.0,
|
||||||
|
side_impulse: 0.0,
|
||||||
|
forward_impulse: 0.0,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// The world-space center of the wheel.
|
||||||
|
pub fn center(&self) -> Point<Real> {
|
||||||
|
self.center
|
||||||
|
}
|
||||||
|
|
||||||
|
/// The world-space direction of the wheel’s suspension.
|
||||||
|
pub fn suspension(&self) -> Vector<Real> {
|
||||||
|
self.wheel_direction_ws
|
||||||
|
}
|
||||||
|
|
||||||
|
/// The world-space direction of the wheel’s axle.
|
||||||
|
pub fn axle(&self) -> Vector<Real> {
|
||||||
|
self.wheel_axle_ws
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Copy, Clone, Debug, PartialEq, Default)]
|
||||||
|
struct RayCastInfo {
|
||||||
|
// set by raycaster
|
||||||
|
contact_normal_ws: Vector<Real>, //contact normal
|
||||||
|
contact_point_ws: Point<Real>, //raycast hitpoint
|
||||||
|
suspension_length: Real,
|
||||||
|
hard_point_ws: Point<Real>, //raycast starting point
|
||||||
|
is_in_contact: bool,
|
||||||
|
ground_object: Option<ColliderHandle>,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl DynamicRayCastVehicleController {
|
||||||
|
/// Creates a new vehicle represented by the given rigid-body.
|
||||||
|
///
|
||||||
|
/// Wheels have to be attached afterwards calling [`Self::add_wheel`].
|
||||||
|
pub fn new(chassis: RigidBodyHandle) -> Self {
|
||||||
|
Self {
|
||||||
|
wheels: vec![],
|
||||||
|
forward_ws: vec![],
|
||||||
|
axle: vec![],
|
||||||
|
current_vehicle_speed: 0.0,
|
||||||
|
chassis,
|
||||||
|
index_up_axis: 1,
|
||||||
|
index_forward_axis: 0,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
// basically most of the code is general for 2 or 4 wheel vehicles, but some of it needs to be reviewed
|
||||||
|
//
|
||||||
|
/// Adds a wheel to this vehicle.
|
||||||
|
pub fn add_wheel(
|
||||||
|
&mut self,
|
||||||
|
chassis_connection_cs: Point<Real>,
|
||||||
|
direction_cs: Vector<Real>,
|
||||||
|
axle_cs: Vector<Real>,
|
||||||
|
suspension_rest_length: Real,
|
||||||
|
radius: Real,
|
||||||
|
tuning: &WheelTuning,
|
||||||
|
) -> &mut Wheel {
|
||||||
|
let ci = WheelDesc {
|
||||||
|
chassis_connection_cs,
|
||||||
|
direction_cs,
|
||||||
|
axle_cs,
|
||||||
|
suspension_rest_length,
|
||||||
|
radius,
|
||||||
|
suspension_stiffness: tuning.suspension_stiffness,
|
||||||
|
damping_compression: tuning.suspension_compression,
|
||||||
|
damping_relaxation: tuning.suspension_damping,
|
||||||
|
friction_slip: tuning.friction_slip,
|
||||||
|
max_suspension_travel: tuning.max_suspension_travel,
|
||||||
|
max_suspension_force: tuning.max_suspension_force,
|
||||||
|
};
|
||||||
|
|
||||||
|
let wheel_id = self.wheels.len();
|
||||||
|
self.wheels.push(Wheel::new(ci));
|
||||||
|
|
||||||
|
&mut self.wheels[wheel_id]
|
||||||
|
}
|
||||||
|
|
||||||
|
#[cfg(feature = "dim2")]
|
||||||
|
fn update_wheel_transform(&mut self, chassis: &RigidBody, wheel_index: usize) {
|
||||||
|
self.update_wheel_transforms_ws(chassis, wheel_index);
|
||||||
|
let wheel = &mut self.wheels[wheel_index];
|
||||||
|
wheel.center = (wheel.raycast_info.hard_point_ws
|
||||||
|
+ wheel.wheel_direction_ws * wheel.raycast_info.suspension_length)
|
||||||
|
.coords;
|
||||||
|
}
|
||||||
|
|
||||||
|
#[cfg(feature = "dim3")]
|
||||||
|
fn update_wheel_transform(&mut self, chassis: &RigidBody, wheel_index: usize) {
|
||||||
|
self.update_wheel_transforms_ws(chassis, wheel_index);
|
||||||
|
let wheel = &mut self.wheels[wheel_index];
|
||||||
|
|
||||||
|
let steering_orn = Rotation::new(-wheel.wheel_direction_ws * wheel.steering);
|
||||||
|
wheel.wheel_axle_ws = steering_orn * (chassis.position() * wheel.axle_cs);
|
||||||
|
wheel.center = wheel.raycast_info.hard_point_ws
|
||||||
|
+ wheel.wheel_direction_ws * wheel.raycast_info.suspension_length;
|
||||||
|
}
|
||||||
|
|
||||||
|
fn update_wheel_transforms_ws(&mut self, chassis: &RigidBody, wheel_id: usize) {
|
||||||
|
let wheel = &mut self.wheels[wheel_id];
|
||||||
|
wheel.raycast_info.is_in_contact = false;
|
||||||
|
|
||||||
|
let chassis_transform = chassis.position();
|
||||||
|
|
||||||
|
wheel.raycast_info.hard_point_ws = chassis_transform * wheel.chassis_connection_point_cs;
|
||||||
|
wheel.wheel_direction_ws = chassis_transform * wheel.direction_cs;
|
||||||
|
wheel.wheel_axle_ws = chassis_transform * wheel.axle_cs;
|
||||||
|
}
|
||||||
|
|
||||||
|
fn ray_cast(
|
||||||
|
&mut self,
|
||||||
|
bodies: &RigidBodySet,
|
||||||
|
colliders: &ColliderSet,
|
||||||
|
queries: &QueryPipeline,
|
||||||
|
filter: QueryFilter,
|
||||||
|
chassis: &RigidBody,
|
||||||
|
wheel_id: usize,
|
||||||
|
) {
|
||||||
|
let wheel = &mut self.wheels[wheel_id];
|
||||||
|
let raylen = wheel.suspension_rest_length + wheel.radius;
|
||||||
|
let rayvector = wheel.wheel_direction_ws * raylen;
|
||||||
|
let source = wheel.raycast_info.hard_point_ws;
|
||||||
|
wheel.raycast_info.contact_point_ws = source + rayvector;
|
||||||
|
let ray = Ray::new(source, rayvector);
|
||||||
|
let hit = queries.cast_ray_and_get_normal(bodies, colliders, &ray, 1.0, true, filter);
|
||||||
|
|
||||||
|
wheel.raycast_info.ground_object = None;
|
||||||
|
|
||||||
|
if let Some((collider_hit, mut hit)) = hit {
|
||||||
|
if hit.toi == 0.0 {
|
||||||
|
let collider = &colliders[collider_hit];
|
||||||
|
let up_ray = Ray::new(source + rayvector, -rayvector);
|
||||||
|
if let Some(hit2) =
|
||||||
|
collider
|
||||||
|
.shape
|
||||||
|
.cast_ray_and_get_normal(collider.position(), &up_ray, 1.0, false)
|
||||||
|
{
|
||||||
|
hit.normal = -hit2.normal;
|
||||||
|
}
|
||||||
|
|
||||||
|
if hit.normal == Vector::zeros() {
|
||||||
|
// If the hit is still not defined, set the normal.
|
||||||
|
hit.normal = -wheel.wheel_direction_ws;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
wheel.raycast_info.contact_normal_ws = hit.normal;
|
||||||
|
wheel.raycast_info.is_in_contact = true;
|
||||||
|
wheel.raycast_info.ground_object = Some(collider_hit);
|
||||||
|
|
||||||
|
let hit_distance = hit.toi * raylen;
|
||||||
|
wheel.raycast_info.suspension_length = hit_distance - wheel.radius;
|
||||||
|
|
||||||
|
// clamp on max suspension travel
|
||||||
|
let min_suspension_length = wheel.suspension_rest_length - wheel.max_suspension_travel;
|
||||||
|
let max_suspension_length = wheel.suspension_rest_length + wheel.max_suspension_travel;
|
||||||
|
wheel.raycast_info.suspension_length = wheel
|
||||||
|
.raycast_info
|
||||||
|
.suspension_length
|
||||||
|
.clamp(min_suspension_length, max_suspension_length);
|
||||||
|
wheel.raycast_info.contact_point_ws = ray.point_at(hit.toi);
|
||||||
|
|
||||||
|
let denominator = wheel
|
||||||
|
.raycast_info
|
||||||
|
.contact_normal_ws
|
||||||
|
.dot(&wheel.wheel_direction_ws);
|
||||||
|
let chassis_velocity_at_contact_point =
|
||||||
|
chassis.velocity_at_point(&wheel.raycast_info.contact_point_ws);
|
||||||
|
let proj_vel = wheel
|
||||||
|
.raycast_info
|
||||||
|
.contact_normal_ws
|
||||||
|
.dot(&chassis_velocity_at_contact_point);
|
||||||
|
|
||||||
|
if denominator >= -0.1 {
|
||||||
|
wheel.suspension_relative_velocity = 0.0;
|
||||||
|
wheel.clipped_inv_contact_dot_suspension = 1.0 / 0.1;
|
||||||
|
} else {
|
||||||
|
let inv = -1.0 / denominator;
|
||||||
|
wheel.suspension_relative_velocity = proj_vel * inv;
|
||||||
|
wheel.clipped_inv_contact_dot_suspension = inv;
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
// No contact, put wheel info as in rest position
|
||||||
|
wheel.raycast_info.suspension_length = wheel.suspension_rest_length;
|
||||||
|
wheel.suspension_relative_velocity = 0.0;
|
||||||
|
wheel.raycast_info.contact_normal_ws = -wheel.wheel_direction_ws;
|
||||||
|
wheel.clipped_inv_contact_dot_suspension = 1.0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Updates the vehicle’s velocity based on its suspension, engine force, and brake.
|
||||||
|
pub fn update_vehicle(
|
||||||
|
&mut self,
|
||||||
|
dt: Real,
|
||||||
|
bodies: &mut RigidBodySet,
|
||||||
|
colliders: &ColliderSet,
|
||||||
|
queries: &QueryPipeline,
|
||||||
|
filter: QueryFilter,
|
||||||
|
) {
|
||||||
|
let num_wheels = self.wheels.len();
|
||||||
|
let chassis = &bodies[self.chassis];
|
||||||
|
|
||||||
|
for i in 0..num_wheels {
|
||||||
|
self.update_wheel_transform(chassis, i);
|
||||||
|
}
|
||||||
|
|
||||||
|
self.current_vehicle_speed = chassis.linvel().norm();
|
||||||
|
|
||||||
|
let forward_w = chassis.position() * Vector::ith(self.index_forward_axis, 1.0);
|
||||||
|
|
||||||
|
if forward_w.dot(chassis.linvel()) < 0.0 {
|
||||||
|
self.current_vehicle_speed *= -1.0;
|
||||||
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
// simulate suspension
|
||||||
|
//
|
||||||
|
|
||||||
|
for wheel_id in 0..self.wheels.len() {
|
||||||
|
self.ray_cast(bodies, colliders, queries, filter, chassis, wheel_id);
|
||||||
|
}
|
||||||
|
|
||||||
|
let chassis_mass = chassis.mass();
|
||||||
|
self.update_suspension(chassis_mass);
|
||||||
|
|
||||||
|
let chassis = bodies
|
||||||
|
.get_mut_internal_with_modification_tracking(self.chassis)
|
||||||
|
.unwrap();
|
||||||
|
|
||||||
|
for wheel in &mut self.wheels {
|
||||||
|
if wheel.engine_force > 0.0 {
|
||||||
|
chassis.wake_up(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
// apply suspension force
|
||||||
|
let mut suspension_force = wheel.wheel_suspension_force;
|
||||||
|
|
||||||
|
if suspension_force > wheel.max_suspension_force {
|
||||||
|
suspension_force = wheel.max_suspension_force;
|
||||||
|
}
|
||||||
|
|
||||||
|
let impulse = wheel.raycast_info.contact_normal_ws * suspension_force * dt;
|
||||||
|
chassis.apply_impulse_at_point(impulse, wheel.raycast_info.contact_point_ws, false);
|
||||||
|
}
|
||||||
|
|
||||||
|
self.update_friction(bodies, colliders, dt);
|
||||||
|
|
||||||
|
let chassis = bodies
|
||||||
|
.get_mut_internal_with_modification_tracking(self.chassis)
|
||||||
|
.unwrap();
|
||||||
|
|
||||||
|
for wheel in &mut self.wheels {
|
||||||
|
let vel = chassis.velocity_at_point(&wheel.raycast_info.hard_point_ws);
|
||||||
|
|
||||||
|
if wheel.raycast_info.is_in_contact {
|
||||||
|
let mut fwd = chassis.position() * Vector::ith(self.index_forward_axis, 1.0);
|
||||||
|
let proj = fwd.dot(&wheel.raycast_info.contact_normal_ws);
|
||||||
|
fwd -= wheel.raycast_info.contact_normal_ws * proj;
|
||||||
|
|
||||||
|
let proj2 = fwd.dot(&vel);
|
||||||
|
|
||||||
|
wheel.delta_rotation = (proj2 * dt) / (wheel.radius);
|
||||||
|
wheel.rotation += wheel.delta_rotation;
|
||||||
|
} else {
|
||||||
|
wheel.rotation += wheel.delta_rotation;
|
||||||
|
}
|
||||||
|
|
||||||
|
wheel.delta_rotation *= 0.99; //damping of rotation when not in contact
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Reference to all the wheels attached to this vehicle.
|
||||||
|
pub fn wheels(&self) -> &[Wheel] {
|
||||||
|
&self.wheels
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Mutable reference to all the wheels attached to this vehicle.
|
||||||
|
pub fn wheels_mut(&mut self) -> &mut [Wheel] {
|
||||||
|
&mut self.wheels
|
||||||
|
}
|
||||||
|
|
||||||
|
fn update_suspension(&mut self, chassis_mass: Real) {
|
||||||
|
for w_it in 0..self.wheels.len() {
|
||||||
|
let wheels = &mut self.wheels[w_it];
|
||||||
|
|
||||||
|
if wheels.raycast_info.is_in_contact {
|
||||||
|
let mut force;
|
||||||
|
// Spring
|
||||||
|
{
|
||||||
|
let rest_length = wheels.suspension_rest_length;
|
||||||
|
let current_length = wheels.raycast_info.suspension_length;
|
||||||
|
let length_diff = rest_length - current_length;
|
||||||
|
|
||||||
|
force = wheels.suspension_stiffness
|
||||||
|
* length_diff
|
||||||
|
* wheels.clipped_inv_contact_dot_suspension;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Damper
|
||||||
|
{
|
||||||
|
let projected_rel_vel = wheels.suspension_relative_velocity;
|
||||||
|
{
|
||||||
|
let susp_damping = if projected_rel_vel < 0.0 {
|
||||||
|
wheels.damping_compression
|
||||||
|
} else {
|
||||||
|
wheels.damping_relaxation
|
||||||
|
};
|
||||||
|
force -= susp_damping * projected_rel_vel;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// RESULT
|
||||||
|
wheels.wheel_suspension_force = (force * chassis_mass).max(0.0);
|
||||||
|
} else {
|
||||||
|
wheels.wheel_suspension_force = 0.0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
const SIDE_FRICTION_STIFFNESS2: Real = 1.0;
|
||||||
|
|
||||||
|
fn update_friction(&mut self, bodies: &mut RigidBodySet, colliders: &ColliderSet, dt: Real) {
|
||||||
|
let num_wheels = self.wheels.len();
|
||||||
|
|
||||||
|
if num_wheels == 0 {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
self.forward_ws.resize(num_wheels, Default::default());
|
||||||
|
self.axle.resize(num_wheels, Default::default());
|
||||||
|
|
||||||
|
let mut num_wheels_on_ground = 0;
|
||||||
|
|
||||||
|
//TODO: collapse all those loops into one!
|
||||||
|
for wheel in &mut self.wheels {
|
||||||
|
let ground_object = wheel.raycast_info.ground_object;
|
||||||
|
|
||||||
|
if ground_object.is_some() {
|
||||||
|
num_wheels_on_ground += 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
wheel.side_impulse = 0.0;
|
||||||
|
wheel.forward_impulse = 0.0;
|
||||||
|
}
|
||||||
|
|
||||||
|
{
|
||||||
|
for i in 0..num_wheels {
|
||||||
|
let wheel = &mut self.wheels[i];
|
||||||
|
let ground_object = wheel.raycast_info.ground_object;
|
||||||
|
|
||||||
|
if ground_object.is_some() {
|
||||||
|
self.axle[i] = wheel.wheel_axle_ws;
|
||||||
|
|
||||||
|
let surf_normal_ws = wheel.raycast_info.contact_normal_ws;
|
||||||
|
let proj = self.axle[i].dot(&surf_normal_ws);
|
||||||
|
self.axle[i] -= surf_normal_ws * proj;
|
||||||
|
self.axle[i] = self.axle[i]
|
||||||
|
.try_normalize(1.0e-5)
|
||||||
|
.unwrap_or_else(Vector::zeros);
|
||||||
|
self.forward_ws[i] = surf_normal_ws
|
||||||
|
.cross(&self.axle[i])
|
||||||
|
.try_normalize(1.0e-5)
|
||||||
|
.unwrap_or_else(Vector::zeros);
|
||||||
|
|
||||||
|
if let Some(ground_body) = ground_object
|
||||||
|
.and_then(|h| colliders[h].parent())
|
||||||
|
.map(|h| &bodies[h])
|
||||||
|
.filter(|b| b.is_dynamic())
|
||||||
|
{
|
||||||
|
wheel.side_impulse = resolve_single_bilateral(
|
||||||
|
&bodies[self.chassis],
|
||||||
|
&wheel.raycast_info.contact_point_ws,
|
||||||
|
&ground_body,
|
||||||
|
&wheel.raycast_info.contact_point_ws,
|
||||||
|
&self.axle[i],
|
||||||
|
);
|
||||||
|
} else {
|
||||||
|
wheel.side_impulse = resolve_single_unilateral(
|
||||||
|
&bodies[self.chassis],
|
||||||
|
&wheel.raycast_info.contact_point_ws,
|
||||||
|
&self.axle[i],
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
wheel.side_impulse *= Self::SIDE_FRICTION_STIFFNESS2;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
let side_factor = 1.0;
|
||||||
|
let fwd_factor = 0.5;
|
||||||
|
|
||||||
|
let mut sliding = false;
|
||||||
|
{
|
||||||
|
for wheel_id in 0..num_wheels {
|
||||||
|
let wheel = &mut self.wheels[wheel_id];
|
||||||
|
let ground_object = wheel.raycast_info.ground_object;
|
||||||
|
|
||||||
|
let mut rolling_friction = 0.0;
|
||||||
|
|
||||||
|
if ground_object.is_some() {
|
||||||
|
if wheel.engine_force != 0.0 {
|
||||||
|
rolling_friction = wheel.engine_force * dt;
|
||||||
|
} else {
|
||||||
|
let default_rolling_friction_impulse = 0.0;
|
||||||
|
let max_impulse = if wheel.brake != 0.0 {
|
||||||
|
wheel.brake
|
||||||
|
} else {
|
||||||
|
default_rolling_friction_impulse
|
||||||
|
};
|
||||||
|
let contact_pt = WheelContactPoint::new(
|
||||||
|
&bodies[self.chassis],
|
||||||
|
ground_object
|
||||||
|
.and_then(|h| colliders[h].parent())
|
||||||
|
.map(|h| &bodies[h]),
|
||||||
|
wheel.raycast_info.contact_point_ws,
|
||||||
|
self.forward_ws[wheel_id],
|
||||||
|
max_impulse,
|
||||||
|
);
|
||||||
|
assert!(num_wheels_on_ground > 0);
|
||||||
|
rolling_friction = contact_pt.calc_rolling_friction(num_wheels_on_ground);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//switch between active rolling (throttle), braking and non-active rolling friction (no throttle/break)
|
||||||
|
|
||||||
|
wheel.forward_impulse = 0.0;
|
||||||
|
wheel.skid_info = 1.0;
|
||||||
|
|
||||||
|
if ground_object.is_some() {
|
||||||
|
let max_imp = wheel.wheel_suspension_force * dt * wheel.friction_slip;
|
||||||
|
let max_imp_side = max_imp;
|
||||||
|
let max_imp_squared = max_imp * max_imp_side;
|
||||||
|
assert!(max_imp_squared >= 0.0);
|
||||||
|
|
||||||
|
wheel.forward_impulse = rolling_friction;
|
||||||
|
|
||||||
|
let x = wheel.forward_impulse * fwd_factor;
|
||||||
|
let y = wheel.side_impulse * side_factor;
|
||||||
|
|
||||||
|
let impulse_squared = x * x + y * y;
|
||||||
|
|
||||||
|
if impulse_squared > max_imp_squared {
|
||||||
|
sliding = true;
|
||||||
|
|
||||||
|
let factor = max_imp * crate::utils::inv(impulse_squared.sqrt());
|
||||||
|
wheel.skid_info *= factor;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if sliding {
|
||||||
|
for wheel in &mut self.wheels {
|
||||||
|
if wheel.side_impulse != 0.0 {
|
||||||
|
if wheel.skid_info < 1.0 {
|
||||||
|
wheel.forward_impulse *= wheel.skid_info;
|
||||||
|
wheel.side_impulse *= wheel.skid_info;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// apply the impulses
|
||||||
|
{
|
||||||
|
let chassis = bodies
|
||||||
|
.get_mut_internal_with_modification_tracking(self.chassis)
|
||||||
|
.unwrap();
|
||||||
|
|
||||||
|
for wheel_id in 0..num_wheels {
|
||||||
|
let wheel = &self.wheels[wheel_id];
|
||||||
|
let mut impulse_point = wheel.raycast_info.contact_point_ws;
|
||||||
|
|
||||||
|
if wheel.forward_impulse != 0.0 {
|
||||||
|
chassis.apply_impulse_at_point(
|
||||||
|
self.forward_ws[wheel_id] * wheel.forward_impulse,
|
||||||
|
impulse_point,
|
||||||
|
false,
|
||||||
|
);
|
||||||
|
}
|
||||||
|
if wheel.side_impulse != 0.0 {
|
||||||
|
let side_impulse = self.axle[wheel_id] * wheel.side_impulse;
|
||||||
|
|
||||||
|
let v_chassis_world_up =
|
||||||
|
chassis.position().rotation * Vector::ith(self.index_up_axis, 1.0);
|
||||||
|
impulse_point -= v_chassis_world_up
|
||||||
|
* (v_chassis_world_up.dot(&(impulse_point - chassis.center_of_mass()))
|
||||||
|
* (1.0 - wheel.roll_influence));
|
||||||
|
|
||||||
|
chassis.apply_impulse_at_point(side_impulse, impulse_point, false);
|
||||||
|
|
||||||
|
// TODO: apply friction impulse on the ground
|
||||||
|
// let ground_object = self.wheels[wheel_id].raycast_info.ground_object;
|
||||||
|
// ground_object.apply_impulse_at_point(
|
||||||
|
// -side_impulse,
|
||||||
|
// wheels.raycast_info.contact_point_ws,
|
||||||
|
// false,
|
||||||
|
// );
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
struct WheelContactPoint<'a> {
|
||||||
|
body0: &'a RigidBody,
|
||||||
|
body1: Option<&'a RigidBody>,
|
||||||
|
friction_position_world: Point<Real>,
|
||||||
|
friction_direction_world: Vector<Real>,
|
||||||
|
jac_diag_ab_inv: Real,
|
||||||
|
max_impulse: Real,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl<'a> WheelContactPoint<'a> {
|
||||||
|
pub fn new(
|
||||||
|
body0: &'a RigidBody,
|
||||||
|
body1: Option<&'a RigidBody>,
|
||||||
|
friction_position_world: Point<Real>,
|
||||||
|
friction_direction_world: Vector<Real>,
|
||||||
|
max_impulse: Real,
|
||||||
|
) -> Self {
|
||||||
|
fn impulse_denominator(body: &RigidBody, pos: &Point<Real>, n: &Vector<Real>) -> Real {
|
||||||
|
let dpt = pos - body.center_of_mass();
|
||||||
|
let gcross = dpt.gcross(*n);
|
||||||
|
let v = (body.mprops.effective_world_inv_inertia_sqrt
|
||||||
|
* (body.mprops.effective_world_inv_inertia_sqrt * gcross))
|
||||||
|
.gcross(dpt);
|
||||||
|
// TODO: take the effective inv mass into account instead of the inv_mass?
|
||||||
|
body.mprops.local_mprops.inv_mass + n.dot(&v)
|
||||||
|
}
|
||||||
|
let denom0 =
|
||||||
|
impulse_denominator(body0, &friction_position_world, &friction_direction_world);
|
||||||
|
let denom1 = body1
|
||||||
|
.map(|body1| {
|
||||||
|
impulse_denominator(body1, &friction_position_world, &friction_direction_world)
|
||||||
|
})
|
||||||
|
.unwrap_or(0.0);
|
||||||
|
let relaxation = 1.0;
|
||||||
|
let jac_diag_ab_inv = relaxation / (denom0 + denom1);
|
||||||
|
|
||||||
|
Self {
|
||||||
|
body0,
|
||||||
|
body1,
|
||||||
|
friction_position_world,
|
||||||
|
friction_direction_world,
|
||||||
|
jac_diag_ab_inv,
|
||||||
|
max_impulse,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn calc_rolling_friction(&self, num_wheels_on_ground: usize) -> Real {
|
||||||
|
let contact_pos_world = self.friction_position_world;
|
||||||
|
let max_impulse = self.max_impulse;
|
||||||
|
|
||||||
|
let vel1 = self.body0.velocity_at_point(&contact_pos_world);
|
||||||
|
let vel2 = self
|
||||||
|
.body1
|
||||||
|
.map(|b| b.velocity_at_point(&contact_pos_world))
|
||||||
|
.unwrap_or_else(Vector::zeros);
|
||||||
|
let vel = vel1 - vel2;
|
||||||
|
let vrel = self.friction_direction_world.dot(&vel);
|
||||||
|
|
||||||
|
// calculate friction that moves us to zero relative velocity
|
||||||
|
(-vrel * self.jac_diag_ab_inv / (num_wheels_on_ground as Real))
|
||||||
|
.clamp(-max_impulse, max_impulse)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fn resolve_single_bilateral(
|
||||||
|
body1: &RigidBody,
|
||||||
|
pt1: &Point<Real>,
|
||||||
|
body2: &RigidBody,
|
||||||
|
pt2: &Point<Real>,
|
||||||
|
normal: &Vector<Real>,
|
||||||
|
) -> Real {
|
||||||
|
let vel1 = body1.velocity_at_point(pt1);
|
||||||
|
let vel2 = body2.velocity_at_point(pt2);
|
||||||
|
let dvel = vel1 - vel2;
|
||||||
|
|
||||||
|
let dpt1 = pt1 - body1.center_of_mass();
|
||||||
|
let dpt2 = pt2 - body2.center_of_mass();
|
||||||
|
let aj = dpt1.gcross(*normal);
|
||||||
|
let bj = dpt2.gcross(-*normal);
|
||||||
|
let iaj = body1.mprops.effective_world_inv_inertia_sqrt * aj;
|
||||||
|
let ibj = body2.mprops.effective_world_inv_inertia_sqrt * bj;
|
||||||
|
|
||||||
|
// TODO: take the effective_inv_mass into account?
|
||||||
|
let im1 = body1.mprops.local_mprops.inv_mass;
|
||||||
|
let im2 = body2.mprops.local_mprops.inv_mass;
|
||||||
|
|
||||||
|
let jac_diag_ab = im1 + im2 + iaj.gdot(iaj) + ibj.gdot(ibj);
|
||||||
|
let jac_diag_ab_inv = crate::utils::inv(jac_diag_ab);
|
||||||
|
let rel_vel = normal.dot(&dvel);
|
||||||
|
|
||||||
|
//todo: move this into proper structure
|
||||||
|
let contact_damping = 0.2;
|
||||||
|
-contact_damping * rel_vel * jac_diag_ab_inv
|
||||||
|
}
|
||||||
|
|
||||||
|
fn resolve_single_unilateral(body1: &RigidBody, pt1: &Point<Real>, normal: &Vector<Real>) -> Real {
|
||||||
|
let vel1 = body1.velocity_at_point(pt1);
|
||||||
|
let dvel = vel1;
|
||||||
|
let dpt1 = pt1 - body1.center_of_mass();
|
||||||
|
let aj = dpt1.gcross(*normal);
|
||||||
|
let iaj = body1.mprops.effective_world_inv_inertia_sqrt * aj;
|
||||||
|
|
||||||
|
// TODO: take the effective_inv_mass into account?
|
||||||
|
let im1 = body1.mprops.local_mprops.inv_mass;
|
||||||
|
let jac_diag_ab = im1 + iaj.gdot(iaj);
|
||||||
|
let jac_diag_ab_inv = crate::utils::inv(jac_diag_ab);
|
||||||
|
let rel_vel = normal.dot(&dvel);
|
||||||
|
|
||||||
|
//todo: move this into proper structure
|
||||||
|
let contact_damping = 0.2;
|
||||||
|
-contact_damping * rel_vel * jac_diag_ab_inv
|
||||||
|
}
|
||||||
@@ -146,6 +146,12 @@ impl RigidBody {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// The world-space center-of-mass of this rigid-body.
|
||||||
|
#[inline]
|
||||||
|
pub fn center_of_mass(&self) -> &Point<Real> {
|
||||||
|
&self.mprops.world_com
|
||||||
|
}
|
||||||
|
|
||||||
/// The mass-properties of this rigid-body.
|
/// The mass-properties of this rigid-body.
|
||||||
#[inline]
|
#[inline]
|
||||||
pub fn mass_properties(&self) -> &MassProperties {
|
pub fn mass_properties(&self) -> &MassProperties {
|
||||||
|
|||||||
@@ -9,6 +9,8 @@ use crate::{debug_render, ui};
|
|||||||
use crate::{graphics::GraphicsManager, harness::RunState};
|
use crate::{graphics::GraphicsManager, harness::RunState};
|
||||||
|
|
||||||
use na::{self, Point2, Point3, Vector3};
|
use na::{self, Point2, Point3, Vector3};
|
||||||
|
#[cfg(feature = "dim3")]
|
||||||
|
use rapier::control::DynamicRayCastVehicleController;
|
||||||
use rapier::control::KinematicCharacterController;
|
use rapier::control::KinematicCharacterController;
|
||||||
use rapier::dynamics::{
|
use rapier::dynamics::{
|
||||||
ImpulseJointSet, IntegrationParameters, MultibodyJointSet, RigidBodyActivation,
|
ImpulseJointSet, IntegrationParameters, MultibodyJointSet, RigidBodyActivation,
|
||||||
@@ -100,6 +102,8 @@ pub struct TestbedState {
|
|||||||
pub draw_colls: bool,
|
pub draw_colls: bool,
|
||||||
pub highlighted_body: Option<RigidBodyHandle>,
|
pub highlighted_body: Option<RigidBodyHandle>,
|
||||||
pub character_body: Option<RigidBodyHandle>,
|
pub character_body: Option<RigidBodyHandle>,
|
||||||
|
#[cfg(feature = "dim3")]
|
||||||
|
pub vehicle_controller: Option<DynamicRayCastVehicleController>,
|
||||||
// pub grabbed_object: Option<DefaultBodyPartHandle>,
|
// pub grabbed_object: Option<DefaultBodyPartHandle>,
|
||||||
// pub grabbed_object_constraint: Option<DefaultJointConstraintHandle>,
|
// pub grabbed_object_constraint: Option<DefaultJointConstraintHandle>,
|
||||||
pub grabbed_object_plane: (Point3<f32>, Vector3<f32>),
|
pub grabbed_object_plane: (Point3<f32>, Vector3<f32>),
|
||||||
@@ -178,6 +182,8 @@ impl TestbedApp {
|
|||||||
draw_colls: false,
|
draw_colls: false,
|
||||||
highlighted_body: None,
|
highlighted_body: None,
|
||||||
character_body: None,
|
character_body: None,
|
||||||
|
#[cfg(feature = "dim3")]
|
||||||
|
vehicle_controller: None,
|
||||||
// grabbed_object: None,
|
// grabbed_object: None,
|
||||||
// grabbed_object_constraint: None,
|
// grabbed_object_constraint: None,
|
||||||
grabbed_object_plane: (Point3::origin(), na::zero()),
|
grabbed_object_plane: (Point3::origin(), na::zero()),
|
||||||
@@ -456,6 +462,11 @@ impl<'a, 'b, 'c, 'd, 'e, 'f> Testbed<'a, 'b, 'c, 'd, 'e, 'f> {
|
|||||||
self.state.character_body = Some(handle);
|
self.state.character_body = Some(handle);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#[cfg(feature = "dim3")]
|
||||||
|
pub fn set_vehicle_controller(&mut self, controller: DynamicRayCastVehicleController) {
|
||||||
|
self.state.vehicle_controller = Some(controller);
|
||||||
|
}
|
||||||
|
|
||||||
pub fn allow_grabbing_behind_ground(&mut self, allow: bool) {
|
pub fn allow_grabbing_behind_ground(&mut self, allow: bool) {
|
||||||
self.state.can_grab_behind_ground = allow;
|
self.state.can_grab_behind_ground = allow;
|
||||||
}
|
}
|
||||||
@@ -511,8 +522,12 @@ impl<'a, 'b, 'c, 'd, 'e, 'f> Testbed<'a, 'b, 'c, 'd, 'e, 'f> {
|
|||||||
.action_flags
|
.action_flags
|
||||||
.set(TestbedActionFlags::RESET_WORLD_GRAPHICS, true);
|
.set(TestbedActionFlags::RESET_WORLD_GRAPHICS, true);
|
||||||
|
|
||||||
self.state.character_body = None;
|
|
||||||
self.state.highlighted_body = None;
|
self.state.highlighted_body = None;
|
||||||
|
self.state.character_body = None;
|
||||||
|
#[cfg(feature = "dim3")]
|
||||||
|
{
|
||||||
|
self.state.vehicle_controller = None;
|
||||||
|
}
|
||||||
|
|
||||||
#[cfg(all(feature = "dim2", feature = "other-backends"))]
|
#[cfg(all(feature = "dim2", feature = "other-backends"))]
|
||||||
{
|
{
|
||||||
@@ -624,6 +639,50 @@ impl<'a, 'b, 'c, 'd, 'e, 'f> Testbed<'a, 'b, 'c, 'd, 'e, 'f> {
|
|||||||
self.plugins.0.push(Box::new(plugin));
|
self.plugins.0.push(Box::new(plugin));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#[cfg(feature = "dim3")]
|
||||||
|
fn update_vehicle_controller(&mut self, events: &Input<KeyCode>) {
|
||||||
|
if self.state.running == RunMode::Stop {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if let Some(vehicle) = &mut self.state.vehicle_controller {
|
||||||
|
let mut engine_force = 0.0;
|
||||||
|
let mut steering_angle = 0.0;
|
||||||
|
|
||||||
|
for key in events.get_pressed() {
|
||||||
|
match *key {
|
||||||
|
KeyCode::Right => {
|
||||||
|
steering_angle += -0.1;
|
||||||
|
}
|
||||||
|
KeyCode::Left => {
|
||||||
|
steering_angle += 0.1;
|
||||||
|
}
|
||||||
|
KeyCode::Up => {
|
||||||
|
engine_force += 0.1;
|
||||||
|
}
|
||||||
|
KeyCode::Down => {
|
||||||
|
engine_force += -0.1;
|
||||||
|
}
|
||||||
|
_ => {}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
let wheels = vehicle.wheels_mut();
|
||||||
|
wheels[0].engine_force = engine_force;
|
||||||
|
wheels[0].steering = steering_angle;
|
||||||
|
wheels[1].engine_force = engine_force;
|
||||||
|
wheels[1].steering = steering_angle;
|
||||||
|
|
||||||
|
vehicle.update_vehicle(
|
||||||
|
self.harness.physics.integration_parameters.dt,
|
||||||
|
&mut self.harness.physics.bodies,
|
||||||
|
&self.harness.physics.colliders,
|
||||||
|
&self.harness.physics.query_pipeline,
|
||||||
|
QueryFilter::exclude_dynamic().exclude_rigid_body(vehicle.chassis),
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
fn update_character_controller(&mut self, events: &Input<KeyCode>) {
|
fn update_character_controller(&mut self, events: &Input<KeyCode>) {
|
||||||
if self.state.running == RunMode::Stop {
|
if self.state.running == RunMode::Stop {
|
||||||
return;
|
return;
|
||||||
@@ -1063,6 +1122,10 @@ fn update_testbed(
|
|||||||
|
|
||||||
testbed.handle_common_events(&*keys);
|
testbed.handle_common_events(&*keys);
|
||||||
testbed.update_character_controller(&*keys);
|
testbed.update_character_controller(&*keys);
|
||||||
|
#[cfg(feature = "dim3")]
|
||||||
|
{
|
||||||
|
testbed.update_vehicle_controller(&*keys);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update UI
|
// Update UI
|
||||||
|
|||||||
Reference in New Issue
Block a user