-
Notifications
You must be signed in to change notification settings - Fork 1
Expand file tree
/
Copy pathCCar.cpp
More file actions
130 lines (116 loc) · 3.5 KB
/
CCar.cpp
File metadata and controls
130 lines (116 loc) · 3.5 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
#include "CCar.h"
CCar::CCar(const SCarProperties& props, btVehicleRaycaster* raycaster, CObject* chasisObject, btCollisionShape* chasisShape, CMesh* wheelMesh) :
CPhysicsObject(chasisObject, chasisShape, props.Mass),
EngineForce(props.EngineForce), BrakeForce(props.BrakeForce),
MaxSteer(props.MaxSteer), SteerSpeed(props.SteerSpeed), Steer(0)
{
btRaycastVehicle::btVehicleTuning tuning;
tuning.m_suspensionStiffness = props.SuspensionStiffness;
tuning.m_suspensionDamping = props.SuspensionDamping;
tuning.m_suspensionCompression = props.SuspensionCompression;
tuning.m_frictionSlip = props.FrictionSlip;
Vehicle = new btRaycastVehicle(tuning, getPhysicsObject(), raycaster);
// wheels
btVector3 fl = createBulletVector(props.WheelPositionFrontLeft);
btVector3 fr = fl;
fr.setX(-fr.x());
btVector3 br = createBulletVector(props.WheelPositionBackRight);
btVector3 bl = br;
bl.setX(-bl.x());
Vehicle->addWheel(fl, btVector3(0,-1,0), btVector3(-1,0,0), props.WheelRestLength, props.WheelRadius, tuning, true);
Vehicle->addWheel(fr, btVector3(0,-1,0), btVector3(1,0,0), props.WheelRestLength, props.WheelRadius, tuning, true);
Vehicle->addWheel(bl, btVector3(0,-1,0), btVector3(-1,0,0), props.WheelRestLength, props.WheelRadius, tuning, false);
Vehicle->addWheel(br, btVector3(0,-1,0), btVector3(1,0,0), props.WheelRestLength, props.WheelRadius, tuning, false);
for (int i=0; i<4; i++)
{
Vehicle->getWheelInfo(i).m_rollInfluence = props.RollInfluence;
//Wheel[i] = scene->addObjectMesh(props.WheelMesh);
Wheel[i] = new CObjectMesh(wheelMesh);
}
getPhysicsObject()->setDamping(0.2f, 0.3f);
}
CCar::~CCar()
{
for (int i=0; i<4; i++)
delete Wheel[i];
// TODO destroy btvehicle
}
void CCar::updateWheelTransform()
{
for (int i=0; i<4; i++)
{
btTransform trans = Vehicle->getWheelTransformWS(i);
trans.getOpenGLMatrix(Wheel[i]->getTransformationPointer().M);
}
}
void CCar::steerLeft(float dt)
{
Steer += SteerSpeed * dt;
if (Steer > MaxSteer)
Steer = MaxSteer;
Vehicle->setSteeringValue(Steer, 2);
Vehicle->setSteeringValue(Steer, 3);
updateWheelTransform();
}
void CCar::steerRight(float dt)
{
Steer -= SteerSpeed * dt;
if (Steer < -MaxSteer)
Steer = -MaxSteer;
Vehicle->setSteeringValue(Steer, 2);
Vehicle->setSteeringValue(Steer, 3);
updateWheelTransform();
}
void CCar::steerStraight(float dt)
{
if (Steer < 0)
Steer += SteerSpeed * dt;
else
Steer -= SteerSpeed * dt;
Vehicle->setSteeringValue(Steer, 2);
Vehicle->setSteeringValue(Steer, 3);
updateWheelTransform();
}
void CCar::steer(float dir, float dt)
{
if (Steer < dir)
Steer = min(Steer + SteerSpeed * dt, dir);
else
Steer = max(Steer - SteerSpeed * dt, dir);
Vehicle->setSteeringValue(Steer, 2);
Vehicle->setSteeringValue(Steer, 3);
updateWheelTransform();
}
void CCar::accelerate()
{
Vehicle->applyEngineForce(EngineForce, 0);
Vehicle->applyEngineForce(-EngineForce, 1);
Vehicle->applyEngineForce(EngineForce, 2);
Vehicle->applyEngineForce(-EngineForce, 3);
}
void CCar::reverse()
{
Vehicle->applyEngineForce(-EngineForce, 2);
Vehicle->applyEngineForce(EngineForce, 3);
}
void CCar::idle()
{
Vehicle->applyEngineForce(0, 0);
Vehicle->applyEngineForce(0, 1);
Vehicle->applyEngineForce(0, 2);
Vehicle->applyEngineForce(0, 3);
}
void CCar::brake()
{
Vehicle->setBrake(BrakeForce, 0);
Vehicle->setBrake(BrakeForce, 1);
Vehicle->setBrake(BrakeForce*0.9f, 2);
Vehicle->setBrake(BrakeForce*0.9f, 3);
}
void CCar::brakeRelease()
{
Vehicle->setBrake(0, 0);
Vehicle->setBrake(0, 1);
Vehicle->setBrake(0, 2);
Vehicle->setBrake(0, 3);
}