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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
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| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Snippets/SnippetVehicleCommon/SnippetVehicleNoDriveCreate.cpp | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'PhysX_3.4/Snippets/SnippetVehicleCommon/SnippetVehicleNoDriveCreate.cpp')
| -rw-r--r-- | PhysX_3.4/Snippets/SnippetVehicleCommon/SnippetVehicleNoDriveCreate.cpp | 246 |
1 files changed, 246 insertions, 0 deletions
diff --git a/PhysX_3.4/Snippets/SnippetVehicleCommon/SnippetVehicleNoDriveCreate.cpp b/PhysX_3.4/Snippets/SnippetVehicleCommon/SnippetVehicleNoDriveCreate.cpp new file mode 100644 index 00000000..6f08b9dd --- /dev/null +++ b/PhysX_3.4/Snippets/SnippetVehicleCommon/SnippetVehicleNoDriveCreate.cpp @@ -0,0 +1,246 @@ +// This code contains NVIDIA Confidential Information and is disclosed to you +// under a form of NVIDIA software license agreement provided separately to you. +// +// Notice +// NVIDIA Corporation and its licensors retain all intellectual property and +// proprietary rights in and to this software and related documentation and +// any modifications thereto. Any use, reproduction, disclosure, or +// distribution of this software and related documentation without an express +// license agreement from NVIDIA Corporation is strictly prohibited. +// +// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES +// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, +// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. +// +// Information and code furnished is believed to be accurate and reliable. +// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such +// information or for any infringement of patents or other rights of third parties that may +// result from its use. No license is granted by implication or otherwise under any patent +// or patent rights of NVIDIA Corporation. Details are subject to change without notice. +// This code supersedes and replaces all information previously supplied. +// NVIDIA Corporation products are not authorized for use as critical +// components in life support devices or systems without express written approval of +// NVIDIA Corporation. +// +// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved. +// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. +// Copyright (c) 2001-2004 NovodeX AG. All rights reserved. + +#include "SnippetVehicleCreate.h" +#include "SnippetVehicleTireFriction.h" +#include "SnippetVehicleSceneQuery.h" + + + +namespace snippetvehicle +{ + +using namespace physx; + +namespace nodrive +{ + +void computeWheelCenterActorOffsets +(const PxF32 wheelFrontZ, const PxF32 wheelRearZ, const PxVec3& chassisDims, const PxF32 wheelWidth, const PxF32 wheelRadius, const PxU32 numWheels, PxVec3* wheelCentreOffsets) +{ + //chassisDims.z is the distance from the rear of the chassis to the front of the chassis. + //The front has z = 0.5*chassisDims.z and the rear has z = -0.5*chassisDims.z. + //Compute a position for the front wheel and the rear wheel along the z-axis. + //Compute the separation between each wheel along the z-axis. + const PxF32 numLeftWheels = numWheels/2.0f; + const PxF32 deltaZ = (wheelFrontZ - wheelRearZ)/(numLeftWheels-1.0f); + //Set the outside of the left and right wheels to be flush with the chassis. + //Set the top of the wheel to be just touching the underside of the chassis. + for(PxU32 i = 0; i < numWheels; i+=2) + { + //Left wheel offset from origin. + wheelCentreOffsets[i + 0] = PxVec3((-chassisDims.x + wheelWidth)*0.5f, -(chassisDims.y/2 + wheelRadius), wheelRearZ + i*deltaZ*0.5f); + //Right wheel offsets from origin. + wheelCentreOffsets[i + 1] = PxVec3((+chassisDims.x - wheelWidth)*0.5f, -(chassisDims.y/2 + wheelRadius), wheelRearZ + i*deltaZ*0.5f); + } +} + +void setupWheelsSimulationData +(const PxF32 wheelMass, const PxF32 wheelMOI, const PxF32 wheelRadius, const PxF32 wheelWidth, + const PxU32 numWheels, const PxVec3* wheelCenterActorOffsets, + const PxVec3& chassisCMOffset, const PxF32 chassisMass, + PxVehicleWheelsSimData* wheelsSimData) +{ + //Set up the wheels. + PxVehicleWheelData wheels[PX_MAX_NB_WHEELS]; + { + //Set up the wheel data structures with mass, moi, radius, width. + for(PxU32 i = 0; i < numWheels; i++) + { + wheels[i].mMass = wheelMass; + wheels[i].mMOI = wheelMOI; + wheels[i].mRadius = wheelRadius; + wheels[i].mWidth = wheelWidth; + } + } + + //Set up the tires. + PxVehicleTireData tires[PX_MAX_NB_WHEELS]; + { + //Set up the tires. + for(PxU32 i = 0; i < numWheels; i++) + { + tires[i].mType = TIRE_TYPE_NORMAL; + } + } + + //Set up the suspensions + PxVehicleSuspensionData suspensions[PX_MAX_NB_WHEELS]; + { + //Compute the mass supported by each suspension spring. + PxF32 suspSprungMasses[PX_MAX_NB_WHEELS]; + PxVehicleComputeSprungMasses(numWheels, wheelCenterActorOffsets, chassisCMOffset, chassisMass, 1, suspSprungMasses); + + //Set the suspension data. + for(PxU32 i = 0; i < numWheels; i++) + { + suspensions[i].mMaxCompression = 0.3f; + suspensions[i].mMaxDroop = 0.1f; + suspensions[i].mSpringStrength = 35000.0f; + suspensions[i].mSpringDamperRate = 4500.0f; + suspensions[i].mSprungMass = suspSprungMasses[i]; + } + + //Set the camber angles. + const PxF32 camberAngleAtRest=0.0; + const PxF32 camberAngleAtMaxDroop=0.01f; + const PxF32 camberAngleAtMaxCompression=-0.01f; + for(PxU32 i = 0; i < numWheels; i+=2) + { + suspensions[i + 0].mCamberAtRest = camberAngleAtRest; + suspensions[i + 1].mCamberAtRest = -camberAngleAtRest; + suspensions[i + 0].mCamberAtMaxDroop = camberAngleAtMaxDroop; + suspensions[i + 1].mCamberAtMaxDroop = -camberAngleAtMaxDroop; + suspensions[i + 0].mCamberAtMaxCompression = camberAngleAtMaxCompression; + suspensions[i + 1].mCamberAtMaxCompression = -camberAngleAtMaxCompression; + } + } + + //Set up the wheel geometry. + PxVec3 suspTravelDirections[PX_MAX_NB_WHEELS]; + PxVec3 wheelCentreCMOffsets[PX_MAX_NB_WHEELS]; + PxVec3 suspForceAppCMOffsets[PX_MAX_NB_WHEELS]; + PxVec3 tireForceAppCMOffsets[PX_MAX_NB_WHEELS]; + { + //Set the geometry data. + for(PxU32 i = 0; i < numWheels; i++) + { + //Vertical suspension travel. + suspTravelDirections[i] = PxVec3(0,-1,0); + + //Wheel center offset is offset from rigid body center of mass. + wheelCentreCMOffsets[i] = wheelCenterActorOffsets[i] - chassisCMOffset; + + //Suspension force application point 0.3 metres below rigid body center of mass. + suspForceAppCMOffsets[i]=PxVec3(wheelCentreCMOffsets[i].x,-0.3f,wheelCentreCMOffsets[i].z); + + //Tire force application point 0.3 metres below rigid body center of mass. + tireForceAppCMOffsets[i]=PxVec3(wheelCentreCMOffsets[i].x,-0.3f,wheelCentreCMOffsets[i].z); + } + } + + //Set up the filter data of the raycast that will be issued by each suspension. + PxFilterData qryFilterData; + setupNonDrivableSurface(qryFilterData); + + //Set the wheel, tire and suspension data. + //Set the geometry data. + //Set the query filter data + for(PxU32 i = 0; i < numWheels; i++) + { + wheelsSimData->setWheelData(i, wheels[i]); + wheelsSimData->setTireData(i, tires[i]); + wheelsSimData->setSuspensionData(i, suspensions[i]); + wheelsSimData->setSuspTravelDirection(i, suspTravelDirections[i]); + wheelsSimData->setWheelCentreOffset(i, wheelCentreCMOffsets[i]); + wheelsSimData->setSuspForceAppPointOffset(i, suspForceAppCMOffsets[i]); + wheelsSimData->setTireForceAppPointOffset(i, tireForceAppCMOffsets[i]); + wheelsSimData->setSceneQueryFilterData(i, qryFilterData); + wheelsSimData->setWheelShapeMapping(i, PxI32(i)); + } +} + +}// namespace nodrive + +PxVehicleNoDrive* createVehicleNoDrive(const VehicleDesc& vehicleDesc, PxPhysics* physics, PxCooking* cooking) +{ + const PxVec3 chassisDims = vehicleDesc.chassisDims; + const PxF32 wheelWidth = vehicleDesc.wheelWidth; + const PxF32 wheelRadius = vehicleDesc.wheelRadius; + const PxU32 numWheels = vehicleDesc.numWheels; + + const PxFilterData& chassisSimFilterData = vehicleDesc.chassisSimFilterData; + const PxFilterData& wheelSimFilterData = vehicleDesc.wheelSimFilterData; + + //Construct a physx actor with shapes for the chassis and wheels. + //Set the rigid body mass, moment of inertia, and center of mass offset. + PxRigidDynamic* vehActor = NULL; + { + //Construct a convex mesh for a cylindrical wheel. + PxConvexMesh* wheelMesh = createWheelMesh(wheelWidth, wheelRadius, *physics, *cooking); + //Assume all wheels are identical for simplicity. + PxConvexMesh* wheelConvexMeshes[PX_MAX_NB_WHEELS]; + PxMaterial* wheelMaterials[PX_MAX_NB_WHEELS]; + + //Set the meshes and materials for the driven wheels. + for(PxU32 i = 0; i < numWheels; i++) + { + wheelConvexMeshes[i] = wheelMesh; + wheelMaterials[i] = vehicleDesc.wheelMaterial; + } + + //Chassis just has a single convex shape for simplicity. + PxConvexMesh* chassisConvexMesh = createChassisMesh(chassisDims, *physics, *cooking); + PxConvexMesh* chassisConvexMeshes[1] = {chassisConvexMesh}; + PxMaterial* chassisMaterials[1] = {vehicleDesc.chassisMaterial}; + + //Rigid body data. + PxVehicleChassisData rigidBodyData; + rigidBodyData.mMOI = vehicleDesc.chassisMOI; + rigidBodyData.mMass = vehicleDesc.chassisMass; + rigidBodyData.mCMOffset = vehicleDesc.chassisCMOffset; + + vehActor = createVehicleActor + (rigidBodyData, + wheelMaterials, wheelConvexMeshes, numWheels, wheelSimFilterData, + chassisMaterials, chassisConvexMeshes, 1, chassisSimFilterData, + *physics); + } + + //Set up the sim data for the wheels. + PxVehicleWheelsSimData* wheelsSimData = PxVehicleWheelsSimData::allocate(numWheels); + { + //Compute the wheel center offsets from the origin. + PxVec3 wheelCentreActorOffsets[PX_MAX_NB_WHEELS]; + const PxF32 frontZ = chassisDims.z*0.3f; + const PxF32 rearZ = -chassisDims.z*0.3f; + nodrive::computeWheelCenterActorOffsets(frontZ, rearZ, chassisDims, wheelWidth, wheelRadius, numWheels, wheelCentreActorOffsets); + + nodrive::setupWheelsSimulationData + (vehicleDesc.wheelMass, vehicleDesc.wheelMOI, wheelRadius, wheelWidth, + numWheels, wheelCentreActorOffsets, + vehicleDesc.chassisCMOffset, vehicleDesc.chassisMass, + wheelsSimData); + } + + //Create a vehicle from the wheels and drive sim data. + PxVehicleNoDrive* vehDriveNoDrive = PxVehicleNoDrive::allocate(numWheels); + vehDriveNoDrive->setup(physics, vehActor, *wheelsSimData); + + //Configure the userdata + configureUserData(vehDriveNoDrive, vehicleDesc.actorUserData, vehicleDesc.shapeUserDatas); + + //Free the sim data because we don't need that any more. + wheelsSimData->free(); + + return vehDriveNoDrive; +} + +} // namespace snippetvehicle + |