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
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
|
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
#include "SceneVehicleSceneQuery.h"
#include "VehicleManager.h"
#include "VehicleWheelQueryResults.h"
#include "vehicle/PxVehicleUtilSetup.h"
#include "PxRigidActorExt.h"
#include "PxSceneLock.h"
#include "PxD6Joint.h"
VehicleManager::VehicleManager() : mSqWheelRaycastBatchQuery(NULL)
{
}
VehicleManager::~VehicleManager()
{
PxCloseVehicleSDK();
}
void VehicleManager::init(PxPhysics& physics, const PxMaterial** drivableSurfaceMaterials, const PxVehicleDrivableSurfaceType* drivableSurfaceTypes)
{
//Initialise the sdk.
PxInitVehicleSDK(physics, NULL);
//Set the basis vectors.
PxVec3 up(0, 1, 0);
PxVec3 forward(0, 0, 1);
PxVehicleSetBasisVectors(up, forward);
//Set the vehicle update mode to be immediate velocity changes.
PxVehicleSetUpdateMode(PxVehicleUpdateMode::eVELOCITY_CHANGE);
//Initialise vehicle ptrs to null.
mVehicle = NULL;
//Allocate simulation data so we can switch from 3-wheeled to 4-wheeled cars by switching simulation data.
mWheelsSimData4W = PxVehicleWheelsSimData::allocate(4);
//Scene query data for to allow raycasts for all suspensions of all vehicles.
mSqData = VehicleSceneQueryData::allocate(4);
//Data to store reports for each wheel.
mWheelQueryResults = VehicleWheelQueryResults::allocate(4);
//Set up the friction values arising from combinations of tire type and surface type.
mSurfaceTirePairs = PxVehicleDrivableSurfaceToTireFrictionPairs::allocate(MAX_NUM_TIRE_TYPES, MAX_NUM_SURFACE_TYPES);
mSurfaceTirePairs->setup(MAX_NUM_TIRE_TYPES, MAX_NUM_SURFACE_TYPES, drivableSurfaceMaterials, drivableSurfaceTypes);
for (PxU32 i = 0; i<MAX_NUM_SURFACE_TYPES; i++)
{
for (PxU32 j = 0; j<MAX_NUM_TIRE_TYPES; j++)
{
mSurfaceTirePairs->setTypePairFriction(i, j, 1.3f*TireFrictionMultipliers::getValue(i, j));
}
}
}
void VehicleManager::computeWheelWidthsAndRadii(PxConvexMesh** wheelConvexMeshes, PxF32* wheelWidths, PxF32* wheelRadii)
{
for (PxU32 i = 0; i<4; i++)
{
const PxU32 numWheelVerts = wheelConvexMeshes[i]->getNbVertices();
const PxVec3* wheelVerts = wheelConvexMeshes[i]->getVertices();
PxVec3 wheelMin(PX_MAX_F32, PX_MAX_F32, PX_MAX_F32);
PxVec3 wheelMax(-PX_MAX_F32, -PX_MAX_F32, -PX_MAX_F32);
for (PxU32 j = 0; j<numWheelVerts; j++)
{
wheelMin.x = PxMin(wheelMin.x, wheelVerts[j].x);
wheelMin.y = PxMin(wheelMin.y, wheelVerts[j].y);
wheelMin.z = PxMin(wheelMin.z, wheelVerts[j].z);
wheelMax.x = PxMax(wheelMax.x, wheelVerts[j].x);
wheelMax.y = PxMax(wheelMax.y, wheelVerts[j].y);
wheelMax.z = PxMax(wheelMax.z, wheelVerts[j].z);
}
wheelWidths[i] = wheelMax.x - wheelMin.x;
wheelRadii[i] = PxMax(wheelMax.y, wheelMax.z)*0.975f;
}
}
PxVec3 VehicleManager::computeChassisAABBDimensions(const PxConvexMesh* chassisConvexMesh)
{
const PxU32 numChassisVerts = chassisConvexMesh->getNbVertices();
const PxVec3* chassisVerts = chassisConvexMesh->getVertices();
PxVec3 chassisMin(PX_MAX_F32, PX_MAX_F32, PX_MAX_F32);
PxVec3 chassisMax(-PX_MAX_F32, -PX_MAX_F32, -PX_MAX_F32);
for (PxU32 i = 0; i<numChassisVerts; i++)
{
chassisMin.x = PxMin(chassisMin.x, chassisVerts[i].x);
chassisMin.y = PxMin(chassisMin.y, chassisVerts[i].y);
chassisMin.z = PxMin(chassisMin.z, chassisVerts[i].z);
chassisMax.x = PxMax(chassisMax.x, chassisVerts[i].x);
chassisMax.y = PxMax(chassisMax.y, chassisVerts[i].y);
chassisMax.z = PxMax(chassisMax.z, chassisVerts[i].z);
}
const PxVec3 chassisDims = chassisMax - chassisMin;
return chassisDims;
}
void VehicleManager::createVehicle4WSimulationData(const PxF32 chassisMass, PxConvexMesh* chassisConvexMesh, const PxF32 wheelMass, PxConvexMesh** wheelConvexMeshes,
const PxVec3* wheelCentreOffsets, PxVehicleWheelsSimData& wheelsData, PxVehicleDriveSimData4W& driveData, PxVehicleChassisData& chassisData)
{
//Extract the chassis AABB dimensions from the chassis convex mesh.
const PxVec3 chassisDims = computeChassisAABBDimensions(chassisConvexMesh);
//The origin is at the center of the chassis mesh.
//Set the center of mass to be below this point and a little towards the front.
const PxVec3 chassisCMOffset = PxVec3(0.0f, -chassisDims.y*0.5f + 0.65f, 0.25f);
//Now compute the chassis mass and moment of inertia.
//Use the moment of inertia of a cuboid as an approximate value for the chassis moi.
PxVec3 chassisMOI
((chassisDims.y*chassisDims.y + chassisDims.z*chassisDims.z)*chassisMass / 12.0f,
(chassisDims.x*chassisDims.x + chassisDims.z*chassisDims.z)*chassisMass / 12.0f,
(chassisDims.x*chassisDims.x + chassisDims.y*chassisDims.y)*chassisMass / 12.0f);
//A bit of tweaking here. The car will have more responsive turning if we reduce the
//y-component of the chassis moment of inertia.
chassisMOI.y *= 0.8f;
//Let's set up the chassis data structure now.
chassisData.mMass = chassisMass;
chassisData.mMOI = chassisMOI;
chassisData.mCMOffset = chassisCMOffset;
//Compute the sprung masses of each suspension spring using a helper function.
PxF32 suspSprungMasses[4];
PxVehicleComputeSprungMasses(4, wheelCentreOffsets, chassisCMOffset, chassisMass, 1, suspSprungMasses);
//Extract the wheel radius and width from the wheel convex meshes.
PxF32 wheelWidths[4];
PxF32 wheelRadii[4];
computeWheelWidthsAndRadii(wheelConvexMeshes, wheelWidths, wheelRadii);
//Now compute the wheel masses and inertias components around the axle's axis.
//http://en.wikipedia.org/wiki/List_of_moments_of_inertia
PxF32 wheelMOIs[4];
for (PxU32 i = 0; i<4; i++)
{
wheelMOIs[i] = 0.5f*wheelMass*wheelRadii[i] * wheelRadii[i];
}
//Let's set up the wheel data structures now with radius, mass, and moi.
PxVehicleWheelData wheels[4];
for (PxU32 i = 0; i<4; i++)
{
wheels[i].mRadius = wheelRadii[i];
wheels[i].mMass = wheelMass;
wheels[i].mMOI = wheelMOIs[i];
wheels[i].mWidth = wheelWidths[i];
}
//Disable the handbrake from the front wheels and enable for the rear wheels
wheels[PxVehicleDrive4WWheelOrder::eFRONT_LEFT].mMaxHandBrakeTorque = 0.0f;
wheels[PxVehicleDrive4WWheelOrder::eFRONT_RIGHT].mMaxHandBrakeTorque = 0.0f;
wheels[PxVehicleDrive4WWheelOrder::eREAR_LEFT].mMaxHandBrakeTorque = 4000.0f;
wheels[PxVehicleDrive4WWheelOrder::eREAR_RIGHT].mMaxHandBrakeTorque = 4000.0f;
//Enable steering for the front wheels and disable for the front wheels.
wheels[PxVehicleDrive4WWheelOrder::eFRONT_LEFT].mMaxSteer = PxPi*0.3333f;
wheels[PxVehicleDrive4WWheelOrder::eFRONT_RIGHT].mMaxSteer = PxPi*0.3333f;
wheels[PxVehicleDrive4WWheelOrder::eREAR_LEFT].mMaxSteer = 0.0f;
wheels[PxVehicleDrive4WWheelOrder::eREAR_RIGHT].mMaxSteer = 0.0f;
//Let's set up the tire data structures now.
//Put slicks on the front tires and wets on the rear tires.
PxVehicleTireData tires[4];
tires[PxVehicleDrive4WWheelOrder::eFRONT_LEFT].mType = TIRE_TYPE_SLICKS;
tires[PxVehicleDrive4WWheelOrder::eFRONT_RIGHT].mType = TIRE_TYPE_SLICKS;
tires[PxVehicleDrive4WWheelOrder::eREAR_LEFT].mType = TIRE_TYPE_WETS;
tires[PxVehicleDrive4WWheelOrder::eREAR_RIGHT].mType = TIRE_TYPE_WETS;
//Let's set up the suspension data structures now.
PxVehicleSuspensionData susps[4];
for (PxU32 i = 0; i<4; i++)
{
susps[i].mMaxCompression = 0.3f;
susps[i].mMaxDroop = 0.1f;
susps[i].mSpringStrength = 35000.0f;
susps[i].mSpringDamperRate = 4500.0f;
}
susps[PxVehicleDrive4WWheelOrder::eFRONT_LEFT].mSprungMass = suspSprungMasses[PxVehicleDrive4WWheelOrder::eFRONT_LEFT];
susps[PxVehicleDrive4WWheelOrder::eFRONT_RIGHT].mSprungMass = suspSprungMasses[PxVehicleDrive4WWheelOrder::eFRONT_RIGHT];
susps[PxVehicleDrive4WWheelOrder::eREAR_LEFT].mSprungMass = suspSprungMasses[PxVehicleDrive4WWheelOrder::eREAR_LEFT];
susps[PxVehicleDrive4WWheelOrder::eREAR_RIGHT].mSprungMass = suspSprungMasses[PxVehicleDrive4WWheelOrder::eREAR_RIGHT];
//Set up the camber.
//Remember that the left and right wheels need opposite camber so that the car preserves symmetry about the forward direction.
//Set the camber to 0.0f when the spring is neither compressed or elongated.
const PxF32 camberAngleAtRest = 0.0;
susps[PxVehicleDrive4WWheelOrder::eFRONT_LEFT].mCamberAtRest = camberAngleAtRest;
susps[PxVehicleDrive4WWheelOrder::eFRONT_RIGHT].mCamberAtRest = -camberAngleAtRest;
susps[PxVehicleDrive4WWheelOrder::eREAR_LEFT].mCamberAtRest = camberAngleAtRest;
susps[PxVehicleDrive4WWheelOrder::eREAR_RIGHT].mCamberAtRest = -camberAngleAtRest;
//Set the wheels to camber inwards at maximum droop (the left and right wheels almost form a V shape)
const PxF32 camberAngleAtMaxDroop = 0.001f;
susps[PxVehicleDrive4WWheelOrder::eFRONT_LEFT].mCamberAtMaxDroop = camberAngleAtMaxDroop;
susps[PxVehicleDrive4WWheelOrder::eFRONT_RIGHT].mCamberAtMaxDroop = -camberAngleAtMaxDroop;
susps[PxVehicleDrive4WWheelOrder::eREAR_LEFT].mCamberAtMaxDroop = camberAngleAtMaxDroop;
susps[PxVehicleDrive4WWheelOrder::eREAR_RIGHT].mCamberAtMaxDroop = -camberAngleAtMaxDroop;
//Set the wheels to camber outwards at maximum compression (the left and right wheels almost form a A shape).
const PxF32 camberAngleAtMaxCompression = -0.001f;
susps[PxVehicleDrive4WWheelOrder::eFRONT_LEFT].mCamberAtMaxCompression = camberAngleAtMaxCompression;
susps[PxVehicleDrive4WWheelOrder::eFRONT_RIGHT].mCamberAtMaxCompression = -camberAngleAtMaxCompression;
susps[PxVehicleDrive4WWheelOrder::eREAR_LEFT].mCamberAtMaxCompression = camberAngleAtMaxCompression;
susps[PxVehicleDrive4WWheelOrder::eREAR_RIGHT].mCamberAtMaxCompression = -camberAngleAtMaxCompression;
//We need to set up geometry data for the suspension, wheels, and tires.
//We already know the wheel centers described as offsets from the actor center and the center of mass offset from actor center.
//From here we can approximate application points for the tire and suspension forces.
//Lets assume that the suspension travel directions are absolutely vertical.
//Also assume that we apply the tire and suspension forces 30cm below the center of mass.
PxVec3 suspTravelDirections[4] = { PxVec3(0, -1, 0), PxVec3(0, -1, 0), PxVec3(0, -1, 0), PxVec3(0, -1, 0) };
PxVec3 wheelCentreCMOffsets[4];
PxVec3 suspForceAppCMOffsets[4];
PxVec3 tireForceAppCMOffsets[4];
for (PxU32 i = 0; i<4; i++)
{
wheelCentreCMOffsets[i] = wheelCentreOffsets[i] - chassisCMOffset;
suspForceAppCMOffsets[i] = PxVec3(wheelCentreCMOffsets[i].x, -0.3f, wheelCentreCMOffsets[i].z);
tireForceAppCMOffsets[i] = PxVec3(wheelCentreCMOffsets[i].x, -0.3f, wheelCentreCMOffsets[i].z);
}
//Now add the wheel, tire and suspension data.
for (PxU32 i = 0; i<4; i++)
{
wheelsData.setWheelData(i, wheels[i]);
wheelsData.setTireData(i, tires[i]);
wheelsData.setSuspensionData(i, susps[i]);
wheelsData.setSuspTravelDirection(i, suspTravelDirections[i]);
wheelsData.setWheelCentreOffset(i, wheelCentreCMOffsets[i]);
wheelsData.setSuspForceAppPointOffset(i, suspForceAppCMOffsets[i]);
wheelsData.setTireForceAppPointOffset(i, tireForceAppCMOffsets[i]);
}
//Set the car to perform 3 sub-steps when it moves with a forwards speed of less than 5.0
//and with a single step when it moves at speed greater than or equal to 5.0.
wheelsData.setSubStepCount(5.0f, 5, 5);
//Now set up the differential, engine, gears, clutch, and ackermann steering.
//Diff
PxVehicleDifferential4WData diff;
diff.mType = PxVehicleDifferential4WData::eDIFF_TYPE_LS_4WD;
driveData.setDiffData(diff);
//Engine
PxVehicleEngineData engine;
engine.mPeakTorque = 1500.0f;
engine.mMaxOmega = 1000.0f;//approx 6000 rpm
engine.mMOI = 2.f;
driveData.setEngineData(engine);
//Gears
PxVehicleGearsData gears;
gears.mSwitchTime = 0.5f;
driveData.setGearsData(gears);
//Clutch
PxVehicleClutchData clutch;
clutch.mStrength = 10.0f;
driveData.setClutchData(clutch);
//Ackermann steer accuracy
PxVehicleAckermannGeometryData ackermann;
ackermann.mAccuracy = 1.0f;
ackermann.mAxleSeparation = wheelCentreOffsets[PxVehicleDrive4WWheelOrder::eFRONT_LEFT].z - wheelCentreOffsets[PxVehicleDrive4WWheelOrder::eREAR_LEFT].z;
ackermann.mFrontWidth = wheelCentreOffsets[PxVehicleDrive4WWheelOrder::eFRONT_RIGHT].x - wheelCentreOffsets[PxVehicleDrive4WWheelOrder::eFRONT_LEFT].x;
ackermann.mRearWidth = wheelCentreOffsets[PxVehicleDrive4WWheelOrder::eREAR_RIGHT].x - wheelCentreOffsets[PxVehicleDrive4WWheelOrder::eREAR_LEFT].x;
driveData.setAckermannGeometryData(ackermann);
}
void setupActor
(PxRigidDynamic* vehActor,
const PxFilterData& vehQryFilterData,
const PxGeometry** wheelGeometries, const PxTransform* wheelLocalPoses, const PxU32 numWheelGeometries, const PxMaterial* wheelMaterial, const PxFilterData& wheelCollFilterData,
const PxGeometry** chassisGeometries, const PxTransform* chassisLocalPoses, const PxU32 numChassisGeometries, const PxMaterial* chassisMaterial, const PxFilterData& chassisCollFilterData,
const PxVehicleChassisData& chassisData,
PxPhysics* physics)
{
//Add all the wheel shapes to the actor.
for (PxU32 i = 0; i<numWheelGeometries; i++)
{
PxShape* wheelShape = PxRigidActorExt::createExclusiveShape(*vehActor, *wheelGeometries[i], *wheelMaterial);
wheelShape->setQueryFilterData(vehQryFilterData);
wheelShape->setFlag(PxShapeFlag::eSCENE_QUERY_SHAPE, false);
//wheelShape->setFlag(PxShapeFlag::eSIMULATION_SHAPE, false);
wheelShape->setSimulationFilterData(wheelCollFilterData);
wheelShape->setLocalPose(wheelLocalPoses[i]);
}
//Add the chassis shapes to the actor.
for (PxU32 i = 0; i<numChassisGeometries; i++)
{
PxShape* chassisShape = PxRigidActorExt::createExclusiveShape(*vehActor, *chassisGeometries[i], *chassisMaterial);
chassisShape->setFlag(PxShapeFlag::eSCENE_QUERY_SHAPE, false);
chassisShape->setQueryFilterData(vehQryFilterData);
chassisShape->setSimulationFilterData(chassisCollFilterData);
chassisShape->setLocalPose(chassisLocalPoses[i]);
}
vehActor->setMass(chassisData.mMass);
vehActor->setMassSpaceInertiaTensor(chassisData.mMOI);
vehActor->setCMassLocalPose(PxTransform(chassisData.mCMOffset, PxQuat(PxIdentity)));
}
PxRigidDynamic* createVehicleActor4W
(const PxVehicleChassisData& chassisData,
PxConvexMesh** wheelConvexMeshes, PxConvexMesh* chassisConvexMesh,
PxScene& scene, PxPhysics& physics, const PxMaterial& material)
{
//We need a rigid body actor for the vehicle.
//Don't forget to add the actor the scene after setting up the associated vehicle.
PxRigidDynamic* vehActor = physics.createRigidDynamic(PxTransform(PxIdentity));
//We need to add wheel collision shapes, their local poses, a material for the wheels, and a simulation filter for the wheels.
PxConvexMeshGeometry frontLeftWheelGeom(wheelConvexMeshes[0]);
PxConvexMeshGeometry frontRightWheelGeom(wheelConvexMeshes[1]);
PxConvexMeshGeometry rearLeftWheelGeom(wheelConvexMeshes[2]);
PxConvexMeshGeometry rearRightWheelGeom(wheelConvexMeshes[3]);
const PxGeometry* wheelGeometries[4] = { &frontLeftWheelGeom, &frontRightWheelGeom, &rearLeftWheelGeom, &rearRightWheelGeom };
const PxTransform wheelLocalPoses[4] = { PxTransform(PxIdentity), PxTransform(PxIdentity), PxTransform(PxIdentity), PxTransform(PxIdentity) };
const PxMaterial& wheelMaterial = material;
PxFilterData wheelCollFilterData;
wheelCollFilterData.word0 = COLLISION_FLAG_WHEEL;
wheelCollFilterData.word1 = COLLISION_FLAG_WHEEL_AGAINST;
wheelCollFilterData.word2 = PxPairFlag::eMODIFY_CONTACTS;
//We need to add chassis collision shapes, their local poses, a material for the chassis, and a simulation filter for the chassis.
PxConvexMeshGeometry chassisConvexGeom(chassisConvexMesh);
const PxGeometry* chassisGeoms[1] = { &chassisConvexGeom };
const PxTransform chassisLocalPoses[1] = { PxTransform(PxIdentity) };
const PxMaterial& chassisMaterial = material;
PxFilterData chassisCollFilterData;
chassisCollFilterData.word0 = COLLISION_FLAG_CHASSIS;
chassisCollFilterData.word1 = COLLISION_FLAG_CHASSIS_AGAINST;
//Create a query filter data for the car to ensure that cars
//do not attempt to drive on themselves.
PxFilterData vehQryFilterData;
VehicleSetupVehicleShapeQueryFilterData(&vehQryFilterData);
//Set up the physx rigid body actor with shapes, local poses, and filters.
setupActor
(vehActor,
vehQryFilterData,
wheelGeometries, wheelLocalPoses, 4, &wheelMaterial, wheelCollFilterData,
chassisGeoms, chassisLocalPoses, 1, &chassisMaterial, chassisCollFilterData,
chassisData,
&physics);
return vehActor;
}
void VehicleManager::resetNWCar(const PxTransform& startTransform, PxVehicleWheels* vehWheels)
{
PxVehicleDrive4W* vehDrive4W = (PxVehicleDrive4W*)vehWheels;
//Set the car back to its rest state.
vehDrive4W->setToRestState();
//Set the car to first gear.
vehDrive4W->mDriveDynData.forceGearChange(PxVehicleGearsData::eFIRST);
//Set the car's transform to be the start transform.
PxRigidDynamic* actor = vehWheels->getRigidDynamicActor();
PxSceneWriteLock scopedLock(*actor->getScene());
actor->setGlobalPose(startTransform);
}
void VehicleManager::suspensionRaycasts(PxScene* scene)
{
//Create a scene query if we haven't already done so.
if (NULL == mSqWheelRaycastBatchQuery)
{
mSqWheelRaycastBatchQuery = mSqData->setUpBatchedSceneQuery(scene);
}
//Raycasts.
PxSceneReadLock scopedLock(*scene);
PxVehicleWheels* vehicles[1] = { mVehicle };
PxVehicleSuspensionRaycasts(mSqWheelRaycastBatchQuery, 1, vehicles, mSqData->getRaycastQueryResultBufferSize(), mSqData->getRaycastQueryResultBuffer());
}
void VehicleManager::suspensionSweeps(PxScene* scene)
{
//Create a scene query if we haven't already done so.
if (NULL == mSqWheelRaycastBatchQuery)
{
mSqWheelRaycastBatchQuery = mSqData->setUpBatchedSceneQuerySweep(scene);
}
//Raycasts.
PxSceneReadLock scopedLock(*scene);
PxVehicleWheels* vehicles[1] = { mVehicle };
PxVehicleSuspensionSweeps(mSqWheelRaycastBatchQuery, 1, vehicles, mSqData->getSweepQueryResultBufferSize(), mSqData->getSweepQueryResultBuffer(), 1);
}
void VehicleManager::update(const PxF32 timestep, const PxVec3& gravity)
{
PxVehicleWheels* vehicles[1] = { mVehicle };
PxVehicleUpdates(timestep, gravity, *mSurfaceTirePairs, 1, vehicles, &mVehicleWheelQueryResults);
}
void VehicleManager::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)
{
PxVehicleWheelsSimData* wheelsSimData = PxVehicleWheelsSimData::allocate(4);
PxVehicleDriveSimData4W driveSimData;
PxVehicleChassisData chassisData;
createVehicle4WSimulationData
(chassisMass, chassisConvexMesh,
20.0f, wheelConvexMeshes4, wheelCentreOffsets4,
*wheelsSimData, driveSimData, chassisData);
//Instantiate and finalize the vehicle using physx.
PxRigidDynamic* vehActor = createVehicleActor4W(chassisData, wheelConvexMeshes4, chassisConvexMesh, scene, physics, material);
//Create a car.
PxVehicleDrive4W* car = PxVehicleDrive4W::allocate(4);
car->setup(&physics, vehActor, *wheelsSimData, driveSimData, 0);
//Free the sim data because we don't need that any more.
wheelsSimData->free();
//Don't forget to add the actor to the scene.
{
PxSceneWriteLock scopedLock(scene);
scene.addActor(*vehActor);
}
//Set up the mapping between wheel and actor shape.
car->mWheelsSimData.setWheelShapeMapping(0, 0);
car->mWheelsSimData.setWheelShapeMapping(1, 1);
car->mWheelsSimData.setWheelShapeMapping(2, 2);
car->mWheelsSimData.setWheelShapeMapping(3, 3);
//Set up the scene query filter data for each suspension line.
PxFilterData vehQryFilterData;
VehicleSetupVehicleShapeQueryFilterData(&vehQryFilterData);
car->mWheelsSimData.setSceneQueryFilterData(0, vehQryFilterData);
car->mWheelsSimData.setSceneQueryFilterData(1, vehQryFilterData);
car->mWheelsSimData.setSceneQueryFilterData(2, vehQryFilterData);
car->mWheelsSimData.setSceneQueryFilterData(3, vehQryFilterData);
//Set the autogear mode of the instantiate car.
car->mDriveDynData.setUseAutoGears(useAutoGearFlag);
car->mDriveDynData.forceGearChange(PxVehicleGearsData::eFIRST);
//Increment the number of vehicles
mVehicle = car;
mVehicleWheelQueryResults.nbWheelQueryResults = 4;
mVehicleWheelQueryResults.wheelQueryResults = mWheelQueryResults->addVehicle(4);
PxQuat rotation(3.1415 / 2.f, PxVec3(0.f, 0.f, 1.f));
PxD6Joint* joint = PxD6JointCreate(physics, vehActor, PxTransform(rotation), NULL, PxTransform(rotation));
joint->setMotion(PxD6Axis::eX, PxD6Motion::eFREE);
joint->setMotion(PxD6Axis::eY, PxD6Motion::eFREE);
joint->setMotion(PxD6Axis::eZ, PxD6Motion::eFREE);
joint->setMotion(PxD6Axis::eTWIST, PxD6Motion::eFREE);
joint->setMotion(PxD6Axis::eSWING1, PxD6Motion::eLIMITED);
joint->setMotion(PxD6Axis::eSWING2, PxD6Motion::eLIMITED);
PxJointLimitCone limitCone(3.1415/4.f, 3.1415 / 4.f);
joint->setSwingLimit(limitCone);
}
|