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//
// 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) 2008-2018 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 fourwheel
{
void computeWheelCenterActorOffsets4W(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.
//Begin by setting the rear-left/rear-right/front-left,front-right wheels.
wheelCentreOffsets[PxVehicleDrive4WWheelOrder::eREAR_LEFT] = PxVec3((-chassisDims.x + wheelWidth)*0.5f, -(chassisDims.y/2 + wheelRadius), wheelRearZ + 0*deltaZ*0.5f);
wheelCentreOffsets[PxVehicleDrive4WWheelOrder::eREAR_RIGHT] = PxVec3((+chassisDims.x - wheelWidth)*0.5f, -(chassisDims.y/2 + wheelRadius), wheelRearZ + 0*deltaZ*0.5f);
wheelCentreOffsets[PxVehicleDrive4WWheelOrder::eFRONT_LEFT] = PxVec3((-chassisDims.x + wheelWidth)*0.5f, -(chassisDims.y/2 + wheelRadius), wheelRearZ + (numLeftWheels-1)*deltaZ);
wheelCentreOffsets[PxVehicleDrive4WWheelOrder::eFRONT_RIGHT] = PxVec3((+chassisDims.x - wheelWidth)*0.5f, -(chassisDims.y/2 + wheelRadius), wheelRearZ + (numLeftWheels-1)*deltaZ);
//Set the remaining wheels.
for(PxU32 i = 2, wheelCount = 4; i < numWheels-2; i+=2, wheelCount+=2)
{
wheelCentreOffsets[wheelCount + 0] = PxVec3((-chassisDims.x + wheelWidth)*0.5f, -(chassisDims.y/2 + wheelRadius), wheelRearZ + i*deltaZ*0.5f);
wheelCentreOffsets[wheelCount + 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;
}
//Enable the handbrake for the rear wheels only.
wheels[PxVehicleDrive4WWheelOrder::eREAR_LEFT].mMaxHandBrakeTorque=4000.0f;
wheels[PxVehicleDrive4WWheelOrder::eREAR_RIGHT].mMaxHandBrakeTorque=4000.0f;
//Enable steering for the front wheels only.
wheels[PxVehicleDrive4WWheelOrder::eFRONT_LEFT].mMaxSteer=PxPi*0.3333f;
wheels[PxVehicleDrive4WWheelOrder::eFRONT_RIGHT].mMaxSteer=PxPi*0.3333f;
}
//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));
}
//Add a front and rear anti-roll bar
PxVehicleAntiRollBarData barFront;
barFront.mWheel0 = PxVehicleDrive4WWheelOrder::eFRONT_LEFT;
barFront.mWheel1 = PxVehicleDrive4WWheelOrder::eFRONT_RIGHT;
barFront.mStiffness = 10000.0f;
wheelsSimData->addAntiRollBarData(barFront);
PxVehicleAntiRollBarData barRear;
barRear.mWheel0 = PxVehicleDrive4WWheelOrder::eREAR_LEFT;
barRear.mWheel1 = PxVehicleDrive4WWheelOrder::eREAR_RIGHT;
barRear.mStiffness = 10000.0f;
wheelsSimData->addAntiRollBarData(barRear);
}
} //namespace fourwheel
PxVehicleDrive4W* createVehicle4W(const VehicleDesc& vehicle4WDesc, PxPhysics* physics, PxCooking* cooking)
{
const PxVec3 chassisDims = vehicle4WDesc.chassisDims;
const PxF32 wheelWidth = vehicle4WDesc.wheelWidth;
const PxF32 wheelRadius = vehicle4WDesc.wheelRadius;
const PxU32 numWheels = vehicle4WDesc.numWheels;
const PxFilterData& chassisSimFilterData = vehicle4WDesc.chassisSimFilterData;
const PxFilterData& wheelSimFilterData = vehicle4WDesc.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* veh4WActor = 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 = PxVehicleDrive4WWheelOrder::eFRONT_LEFT; i <= PxVehicleDrive4WWheelOrder::eREAR_RIGHT; i++)
{
wheelConvexMeshes[i] = wheelMesh;
wheelMaterials[i] = vehicle4WDesc.wheelMaterial;
}
//Set the meshes and materials for the non-driven wheels
for(PxU32 i = PxVehicleDrive4WWheelOrder::eREAR_RIGHT + 1; i < numWheels; i++)
{
wheelConvexMeshes[i] = wheelMesh;
wheelMaterials[i] = vehicle4WDesc.wheelMaterial;
}
//Chassis just has a single convex shape for simplicity.
PxConvexMesh* chassisConvexMesh = createChassisMesh(chassisDims, *physics, *cooking);
PxConvexMesh* chassisConvexMeshes[1] = {chassisConvexMesh};
PxMaterial* chassisMaterials[1] = {vehicle4WDesc.chassisMaterial};
//Rigid body data.
PxVehicleChassisData rigidBodyData;
rigidBodyData.mMOI = vehicle4WDesc.chassisMOI;
rigidBodyData.mMass = vehicle4WDesc.chassisMass;
rigidBodyData.mCMOffset = vehicle4WDesc.chassisCMOffset;
veh4WActor = 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 wheelCenterActorOffsets[PX_MAX_NB_WHEELS];
const PxF32 frontZ = chassisDims.z*0.3f;
const PxF32 rearZ = -chassisDims.z*0.3f;
fourwheel::computeWheelCenterActorOffsets4W(frontZ, rearZ, chassisDims, wheelWidth, wheelRadius, numWheels, wheelCenterActorOffsets);
//Set up the simulation data for all wheels.
fourwheel::setupWheelsSimulationData
(vehicle4WDesc.wheelMass, vehicle4WDesc.wheelMOI, wheelRadius, wheelWidth,
numWheels, wheelCenterActorOffsets,
vehicle4WDesc.chassisCMOffset, vehicle4WDesc.chassisMass,
wheelsSimData);
}
//Set up the sim data for the vehicle drive model.
PxVehicleDriveSimData4W driveSimData;
{
//Diff
PxVehicleDifferential4WData diff;
diff.mType=PxVehicleDifferential4WData::eDIFF_TYPE_LS_4WD;
driveSimData.setDiffData(diff);
//Engine
PxVehicleEngineData engine;
engine.mPeakTorque=500.0f;
engine.mMaxOmega=600.0f;//approx 6000 rpm
driveSimData.setEngineData(engine);
//Gears
PxVehicleGearsData gears;
gears.mSwitchTime=0.5f;
driveSimData.setGearsData(gears);
//Clutch
PxVehicleClutchData clutch;
clutch.mStrength=10.0f;
driveSimData.setClutchData(clutch);
//Ackermann steer accuracy
PxVehicleAckermannGeometryData ackermann;
ackermann.mAccuracy=1.0f;
ackermann.mAxleSeparation=
wheelsSimData->getWheelCentreOffset(PxVehicleDrive4WWheelOrder::eFRONT_LEFT).z-
wheelsSimData->getWheelCentreOffset(PxVehicleDrive4WWheelOrder::eREAR_LEFT).z;
ackermann.mFrontWidth=
wheelsSimData->getWheelCentreOffset(PxVehicleDrive4WWheelOrder::eFRONT_RIGHT).x-
wheelsSimData->getWheelCentreOffset(PxVehicleDrive4WWheelOrder::eFRONT_LEFT).x;
ackermann.mRearWidth=
wheelsSimData->getWheelCentreOffset(PxVehicleDrive4WWheelOrder::eREAR_RIGHT).x -
wheelsSimData->getWheelCentreOffset(PxVehicleDrive4WWheelOrder::eREAR_LEFT).x;
driveSimData.setAckermannGeometryData(ackermann);
}
//Create a vehicle from the wheels and drive sim data.
PxVehicleDrive4W* vehDrive4W = PxVehicleDrive4W::allocate(numWheels);
vehDrive4W->setup(physics, veh4WActor, *wheelsSimData, driveSimData, numWheels - 4);
//Configure the userdata
configureUserData(vehDrive4W, vehicle4WDesc.actorUserData, vehicle4WDesc.shapeUserDatas);
//Free the sim data because we don't need that any more.
wheelsSimData->free();
return vehDrive4W;
}
} //namespace snippetvehicle
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