#ifndef VEHICLE_H #define VEHICLE_H #include "vehicle/PxVehicleWheels.h" #include "vehicle/PxVehicleDrive4W.h" #include "vehicle/PxVehicleTireFriction.h" #include "vehicle/PxVehicleUpdate.h" #include "RawLoader.h" #include "PxPhysics.h" #include "PxCooking.h" using namespace physx; namespace physx { class PxBatchQuery; namespace fracture { namespace base { class Compound; } } } class VehicleWheelQueryResults; class VehicleSceneQueryData; //Tire types. enum { TIRE_TYPE_WETS = 0, TIRE_TYPE_SLICKS, TIRE_TYPE_ICE, TIRE_TYPE_MUD, MAX_NUM_TIRE_TYPES }; //Drivable surface types. enum { SURFACE_TYPE_MUD = 0, SURFACE_TYPE_TARMAC, SURFACE_TYPE_SNOW, SURFACE_TYPE_GRASS, MAX_NUM_SURFACE_TYPES }; //Collision types and flags describing collision interactions of each collision type. enum { COLLISION_FLAG_GROUND = 1 << 0, COLLISION_FLAG_WHEEL = 1 << 1, COLLISION_FLAG_CHASSIS = 1 << 2, COLLISION_FLAG_OBSTACLE = 1 << 3, COLLISION_FLAG_DRIVABLE_OBSTACLE = 1 << 4, COLLISION_FLAG_GROUND_AGAINST = COLLISION_FLAG_CHASSIS | COLLISION_FLAG_OBSTACLE | COLLISION_FLAG_DRIVABLE_OBSTACLE, COLLISION_FLAG_WHEEL_AGAINST = COLLISION_FLAG_WHEEL | COLLISION_FLAG_CHASSIS | COLLISION_FLAG_OBSTACLE, COLLISION_FLAG_CHASSIS_AGAINST = COLLISION_FLAG_GROUND | COLLISION_FLAG_WHEEL | COLLISION_FLAG_CHASSIS | COLLISION_FLAG_OBSTACLE | COLLISION_FLAG_DRIVABLE_OBSTACLE, COLLISION_FLAG_OBSTACLE_AGAINST = COLLISION_FLAG_GROUND | COLLISION_FLAG_WHEEL | COLLISION_FLAG_CHASSIS | COLLISION_FLAG_OBSTACLE | COLLISION_FLAG_DRIVABLE_OBSTACLE, COLLISION_FLAG_DRIVABLE_OBSTACLE_AGAINST = COLLISION_FLAG_GROUND | COLLISION_FLAG_CHASSIS | COLLISION_FLAG_OBSTACLE | COLLISION_FLAG_DRIVABLE_OBSTACLE, }; // --------------------------------------------------------------------- struct TireFrictionMultipliers { static float getValue(PxU32 surfaceType, PxU32 tireType) { //Tire model friction for each combination of drivable surface type and tire type. static PxF32 tireFrictionMultipliers[MAX_NUM_SURFACE_TYPES][MAX_NUM_TIRE_TYPES] = { //WETS SLICKS ICE MUD { 0.95f, 0.95f, 0.95f, 0.95f }, //MUD { 1.10f, 1.15f, 1.10f, 1.10f }, //TARMAC { 0.70f, 0.70f, 0.70f, 0.70f }, //ICE { 0.80f, 0.80f, 0.80f, 0.80f } //GRASS }; return tireFrictionMultipliers[surfaceType][tireType]; } }; class VehicleManager { public: VehicleManager(); virtual ~VehicleManager(); void init(PxPhysics& physics, const PxMaterial** drivableSurfaceMaterials, const PxVehicleDrivableSurfaceType* drivableSurfaceTypes); void create4WVehicle(PxScene& scene, PxPhysics& physics, PxCooking& cooking, const PxMaterial& material, const PxF32 chassisMass, const PxVec3* wheelCentreOffsets4, PxConvexMesh* chassisConvexMesh, PxConvexMesh** wheelConvexMeshes4, const PxTransform& startTransform, const bool useAutoGearFlag); void createVehicle4WSimulationData(const PxF32 chassisMass, PxConvexMesh* chassisConvexMesh, const PxF32 wheelMass, PxConvexMesh** wheelConvexMeshes, const PxVec3* wheelCentreOffsets, PxVehicleWheelsSimData& wheelsData, PxVehicleDriveSimData4W& driveData, PxVehicleChassisData& chassisData); PxVec3 computeChassisAABBDimensions(const PxConvexMesh* chassisConvexMesh); void computeWheelWidthsAndRadii(PxConvexMesh** wheelConvexMeshes, PxF32* wheelWidths, PxF32* wheelRadii); void resetNWCar(const PxTransform& startTransform, PxVehicleWheels* vehWheels); void suspensionRaycasts(PxScene* scene); void suspensionSweeps(PxScene* scene); void update(const PxF32 timestep, const PxVec3& gravity); PxVehicleWheels* getVehicle() { return mVehicle; } PxVehicleWheelQueryResult& getWheelQueryResult() { return mVehicleWheelQueryResults; }; void clearBatchQuery() { mSqWheelRaycastBatchQuery = NULL; } private: PxVehicleWheels* mVehicle; PxVehicleWheelQueryResult mVehicleWheelQueryResults; //sdk raycasts (for the suspension lines). VehicleSceneQueryData* mSqData; PxBatchQuery* mSqWheelRaycastBatchQuery; //Reports for each wheel. VehicleWheelQueryResults* mWheelQueryResults; //Cached simulation data of focus vehicle in 4W mode. PxVehicleWheelsSimData* mWheelsSimData4W; PxVehicleDriveSimData4W mDriveSimData4W; //Friction from combinations of tire and surface types. PxVehicleDrivableSurfaceToTireFrictionPairs* mSurfaceTirePairs; public: fracture::base::Compound* mCompoundShape; }; #endif // SCENE_BOXES_H