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openrw/framework2/GTAVehicle.cpp

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#include <renderwure/objects/GTAVehicle.hpp>
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#include <renderwure/engine/GTAEngine.hpp>
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#include <BulletDynamics/Vehicle/btRaycastVehicle.h>
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GTAVehicle::GTAVehicle(GTAEngine* engine, const glm::vec3& pos, const glm::quat& rot, Model* model, std::shared_ptr<LoaderIDE::CARS_t> veh, const VehicleInfo& info, const glm::vec3& prim, const glm::vec3& sec)
: GTAObject(engine, pos, rot, model), vehicle(veh), info(info), colourPrimary(prim), colourSecondary(sec), physBody(nullptr), physVehicle(nullptr)
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{
if(! veh->modelName.empty()) {
auto phyit = engine->gameData.collisions.find(veh->modelName);
if( phyit != engine->gameData.collisions.end()) {
btCompoundShape* cmpShape = new btCompoundShape;
btDefaultMotionState* msta = new btDefaultMotionState;
msta->setWorldTransform(btTransform(
btQuaternion(
rot.x, rot.y, rot.z, rot.w
),
btVector3(
pos.x, pos.y, pos.z
)
));
CollisionInstance& physInst = *phyit->second.get();
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btVector3 com(info.handling.centerOfMass.x, info.handling.centerOfMass.y, info.handling.centerOfMass.z);
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// Boxes
for( size_t i = 0; i < physInst.boxes.size(); ++i ) {
CollTBox& box = physInst.boxes[i];
auto size = (box.max - box.min) / 2.f;
auto mid = (box.min + box.max) / 2.f;
btCollisionShape* bshape = new btBoxShape( btVector3(size.x, size.y, size.z) );
btTransform t(btQuaternion(0.f, 0.f, 0.f, 1.f), btVector3(mid.x, mid.y, mid.z));
cmpShape->addChildShape(t, bshape);
}
// Spheres
for( size_t i = 0; i < physInst.spheres.size(); ++i ) {
CollTSphere& sphere = physInst.spheres[i];
btCollisionShape* sshape = new btSphereShape(sphere.radius);
btTransform t(btQuaternion(0.f, 0.f, 0.f, 1.f), btVector3(sphere.center.x, sphere.center.y, sphere.center.z));
cmpShape->addChildShape(t, sshape);
}
if( physInst.triangles.size() > 0 ) {
btTriangleIndexVertexArray* vertarray = new btTriangleIndexVertexArray(
physInst.triangles.size(),
(int*) physInst.triangles.data(),
sizeof(CollTFaceTriangle),
physInst.vertices.size(),
&(physInst.vertices[0].x),
sizeof(glm::vec3)
);
btBvhTriangleMeshShape* trishape = new btBvhTriangleMeshShape(vertarray, false);
cmpShape->addChildShape(
btTransform(btQuaternion(0.f, 0.f, 0.f, 1.f), btVector3(0.f, 0.f, 0.f)),
trishape
);
}
btVector3 inertia(0,0,0);
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cmpShape->calculateLocalInertia(info.handling.mass, inertia);
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btRigidBody::btRigidBodyConstructionInfo rginfo(info.handling.mass, msta, cmpShape, inertia);
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physBody = new btRigidBody(rginfo);
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engine->dynamicsWorld->addRigidBody(physBody);
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physRaycaster = new btDefaultVehicleRaycaster(engine->dynamicsWorld);
btRaycastVehicle::btVehicleTuning tuning;
float travel = info.handling.suspensionUpperLimit - info.handling.suspensionLowerLimit;
tuning.m_maxSuspensionTravelCm = (travel)*100.f;
tuning.m_frictionSlip = info.handling.tractionMulti * 10.f;
physVehicle = new btRaycastVehicle(tuning, physBody, physRaycaster);
physVehicle->setCoordinateSystem(0, 2, 1);
physBody->setActivationState(DISABLE_DEACTIVATION);
engine->dynamicsWorld->addVehicle(physVehicle);
for(size_t w = 0; w < info.wheels.size(); ++w) {
btVector3 connection(info.wheels[w].position.x, info.wheels[w].position.y, info.wheels[w].position.z);
bool front = connection.y() > 0;
btWheelInfo& wi = physVehicle->addWheel(connection, btVector3(0.f, 0.f, -1.f), btVector3(1.f, 0.f, 0.f), travel*0.45f, veh->wheelScale / 2.f, tuning, front);
wi.m_wheelsSuspensionForce = info.handling.mass * 1.5f;
wi.m_suspensionStiffness = 20.f;
wi.m_wheelsDampingRelaxation = 2.3;
wi.m_wheelsDampingCompression = 4.4f;
wi.m_frictionSlip = tuning.m_frictionSlip * (front ? info.handling.tractionBias : 1.f - info.handling.tractionBias);
}
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}
}
}
glm::vec3 GTAVehicle::getPosition() const
{
if(physBody) {
btVector3 Pos = physBody->getWorldTransform().getOrigin();
return glm::vec3(Pos.x(), Pos.y(), Pos.z());
}
return position;
}
glm::quat GTAVehicle::getRotation() const
{
if(physBody) {
btQuaternion rot = physBody->getWorldTransform().getRotation();
return glm::quat(rot.w(), rot.x(), rot.y(), rot.z());
}
return rotation;
}
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void GTAVehicle::tick(float dt)
{
if(physVehicle) {
for(size_t w = 0; w < physVehicle->getNumWheels(); ++w) {
btWheelInfo& wi = physVehicle->getWheelInfo(w);
if( info.handling.driveType == VehicleHandlingInfo::All ||
(info.handling.driveType == VehicleHandlingInfo::Forward && wi.m_bIsFrontWheel) ||
(info.handling.driveType == VehicleHandlingInfo::Rear && !wi.m_bIsFrontWheel))
{
physVehicle->applyEngineForce(info.handling.acceleration * info.handling.mass * 0.1f, w);
}
/*if(wi.m_bIsFrontWheel) {
physVehicle->setSteeringValue(info.handling.steeringLock*(3.141/180.f), w);
}*/
}
}
}