Add the Ability to Control the Side-to-Side Grip of a Raycast Vehicle Wheels
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@@ -44,7 +44,7 @@ pub fn init_world(testbed: &mut Testbed) {
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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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vehicle.add_wheel(pos, -Vector::y(), Vector::z(), hh, hh / 4.0, 1.0, &tuning);
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}
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/*
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@@ -37,7 +37,7 @@ pub struct WheelTuning {
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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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/// Parameter controlling how much traction the tire has.
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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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@@ -86,13 +86,16 @@ struct WheelDesc {
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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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/// Parameter controlling how much traction the tire has.
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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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/// The multiplier of friction between
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/// a tire and the collider it's on top of.
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pub initial_side_friction_stiffness: Real,
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}
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#[derive(Copy, Clone, Debug, PartialEq)]
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@@ -128,7 +131,7 @@ pub struct Wheel {
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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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/// Parameter controlling how much traction the tire has.
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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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@@ -157,6 +160,9 @@ pub struct Wheel {
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/// The force applied by the suspension.
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pub wheel_suspension_force: Real,
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skid_info: Real,
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/// The multiplier of friction between
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/// a tire and the collider it's on top of.
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pub side_friction_stiffness: Real,
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}
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impl Wheel {
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@@ -189,6 +195,7 @@ impl Wheel {
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skid_info: 0.0,
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side_impulse: 0.0,
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forward_impulse: 0.0,
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side_friction_stiffness: info.initial_side_friction_stiffness,
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}
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}
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@@ -246,6 +253,7 @@ impl DynamicRayCastVehicleController {
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axle_cs: Vector<Real>,
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suspension_rest_length: Real,
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radius: Real,
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side_friction_stiffness: Real,
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tuning: &WheelTuning,
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) -> &mut Wheel {
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let ci = WheelDesc {
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@@ -260,6 +268,7 @@ impl DynamicRayCastVehicleController {
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friction_slip: tuning.friction_slip,
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max_suspension_travel: tuning.max_suspension_travel,
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max_suspension_force: tuning.max_suspension_force,
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initial_side_friction_stiffness: side_friction_stiffness,
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};
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let wheel_id = self.wheels.len();
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@@ -509,8 +518,6 @@ impl DynamicRayCastVehicleController {
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}
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}
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const SIDE_FRICTION_STIFFNESS2: Real = 1.0;
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fn update_friction(&mut self, bodies: &mut RigidBodySet, colliders: &ColliderSet, dt: Real) {
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let num_wheels = self.wheels.len();
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@@ -574,7 +581,7 @@ impl DynamicRayCastVehicleController {
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);
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}
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wheel.side_impulse *= Self::SIDE_FRICTION_STIFFNESS2;
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wheel.side_impulse *= wheel.side_friction_stiffness;
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}
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}
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}
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