Add a dynamic ray-cast vehicle controller
This commit is contained in:
@@ -5,4 +5,10 @@ pub use self::character_controller::{
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KinematicCharacterController,
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};
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#[cfg(feature = "dim3")]
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pub use self::ray_cast_vehicle_controller::{DynamicRayCastVehicleController, Wheel, WheelTuning};
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mod character_controller;
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#[cfg(feature = "dim3")]
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mod ray_cast_vehicle_controller;
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808
src/control/ray_cast_vehicle_controller.rs
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808
src/control/ray_cast_vehicle_controller.rs
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@@ -0,0 +1,808 @@
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//! A vehicle controller based on ray-casting, ported and modified from Bullet’s `btRaycastVehicle`.
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use crate::dynamics::{RigidBody, RigidBodyHandle, RigidBodySet};
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use crate::geometry::{ColliderHandle, ColliderSet, Ray};
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use crate::math::{Point, Real, Rotation, Vector};
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use crate::pipeline::{QueryFilter, QueryPipeline};
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use crate::utils::{WCross, WDot};
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/// A character controller to simulate vehicles using ray-casting for the wheels.
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pub struct DynamicRayCastVehicleController {
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wheels: Vec<Wheel>,
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forward_ws: Vec<Vector<Real>>,
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axle: Vec<Vector<Real>>,
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/// The current forward speed of the vehicle.
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pub current_vehicle_speed: Real,
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/// Handle of the vehicle’s chassis.
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pub chassis: RigidBodyHandle,
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/// The chassis’ local _up_ direction (`0 = x, 1 = y, 2 = z`)
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pub index_up_axis: usize,
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/// The chassis’ local _forward_ direction (`0 = x, 1 = y, 2 = z`)
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pub index_forward_axis: usize,
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}
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#[derive(Copy, Clone, Debug, PartialEq)]
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/// Parameters affecting the physical behavior of a wheel.
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pub struct WheelTuning {
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/// The suspension stiffness.
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///
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/// Increase this value if the suspension appears to not push the vehicle strong enough.
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pub suspension_stiffness: Real,
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/// The suspension’s damping when it is being compressed.
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pub suspension_compression: Real,
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/// The suspension’s damping when it is being released.
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///
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/// Increase this value if the suspension appears to overshoot.
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pub suspension_damping: Real,
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/// The maximum distance the suspension can travel before and after its resting length.
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pub max_suspension_travel: Real,
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/// Parameter controlling how much traction the tire his.
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///
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/// The larger the value, the more instantaneous braking will happen (with the risk of
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/// causing the vehicle to flip if it’s too strong).
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pub friction_slip: Real,
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/// The maximum force applied by the suspension.
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pub max_suspension_force: Real,
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}
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impl Default for WheelTuning {
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fn default() -> Self {
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Self {
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suspension_stiffness: 5.88,
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suspension_compression: 0.83,
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suspension_damping: 0.88,
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max_suspension_travel: 5.0,
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friction_slip: 10.5,
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max_suspension_force: 6000.0,
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}
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}
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}
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/// Objects used to initialize a wheel.
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struct WheelDesc {
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/// The position of the wheel, relative to the chassis.
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pub chassis_connection_cs: Point<Real>,
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/// The direction of the wheel’s suspension, relative to the chassis.
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///
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/// The ray-casting will happen following this direction to detect the ground.
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pub direction_cs: Vector<Real>,
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/// The wheel’s axle axis, relative to the chassis.
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pub axle_cs: Vector<Real>,
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/// The rest length of the wheel’s suspension spring.
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pub suspension_rest_length: Real,
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/// The maximum distance the suspension can travel before and after its resting length.
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pub max_suspension_travel: Real,
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/// The wheel’s radius.
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pub radius: Real,
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/// The suspension stiffness.
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///
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/// Increase this value if the suspension appears to not push the vehicle strong enough.
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pub suspension_stiffness: Real,
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/// The suspension’s damping when it is being compressed.
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pub damping_compression: Real,
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/// The suspension’s damping when it is being released.
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///
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/// Increase this value if the suspension appears to overshoot.
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pub damping_relaxation: Real,
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/// Parameter controlling how much traction the tire his.
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///
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/// The larger the value, the more instantaneous braking will happen (with the risk of
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/// causing the vehicle to flip if it’s too strong).
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pub friction_slip: Real,
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/// The maximum force applied by the suspension.
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pub max_suspension_force: Real,
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}
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#[derive(Copy, Clone, Debug, PartialEq)]
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/// A wheel attached to a vehicle.
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pub struct Wheel {
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raycast_info: RayCastInfo,
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center: Point<Real>,
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wheel_direction_ws: Vector<Real>,
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wheel_axle_ws: Vector<Real>,
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/// The position of the wheel, relative to the chassis.
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pub chassis_connection_point_cs: Point<Real>,
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/// The direction of the wheel’s suspension, relative to the chassis.
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///
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/// The ray-casting will happen following this direction to detect the ground.
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pub direction_cs: Vector<Real>,
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/// The wheel’s axle axis, relative to the chassis.
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pub axle_cs: Vector<Real>,
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/// The rest length of the wheel’s suspension spring.
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pub suspension_rest_length: Real,
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/// The maximum distance the suspension can travel before and after its resting length.
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pub max_suspension_travel: Real,
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/// The wheel’s radius.
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pub radius: Real,
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/// The suspension stiffness.
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///
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/// Increase this value if the suspension appears to not push the vehicle strong enough.
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pub suspension_stiffness: Real,
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/// The suspension’s damping when it is being compressed.
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pub damping_compression: Real,
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/// The suspension’s damping when it is being released.
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///
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/// Increase this value if the suspension appears to overshoot.
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pub damping_relaxation: Real,
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/// Parameter controlling how much traction the tire his.
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///
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/// The larger the value, the more instantaneous braking will happen (with the risk of
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/// causing the vehicle to flip if it’s too strong).
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friction_slip: Real,
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/// The wheel’s current rotation on its axle.
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pub rotation: Real,
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delta_rotation: Real,
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roll_influence: Real, // TODO: make this public?
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/// The maximum force applied by the suspension.
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pub max_suspension_force: Real,
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/// The forward impulses applied by the wheel on the chassis.
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pub forward_impulse: Real,
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/// The side impulses applied by the wheel on the chassis.
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pub side_impulse: Real,
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/// The steering angle for this wheel.
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pub steering: Real,
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/// The forward force applied by this wheel on the chassis.
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pub engine_force: Real,
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/// The maximum amount of braking impulse applied to slow down the vehicle.
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pub brake: Real,
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clipped_inv_contact_dot_suspension: Real,
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suspension_relative_velocity: Real,
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/// The force applied by the suspension.
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pub wheel_suspension_force: Real,
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skid_info: Real,
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}
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impl Wheel {
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fn new(info: WheelDesc) -> Self {
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Self {
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raycast_info: RayCastInfo::default(),
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suspension_rest_length: info.suspension_rest_length,
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max_suspension_travel: info.max_suspension_travel,
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radius: info.radius,
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suspension_stiffness: info.suspension_stiffness,
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damping_compression: info.damping_compression,
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damping_relaxation: info.damping_relaxation,
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chassis_connection_point_cs: info.chassis_connection_cs,
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direction_cs: info.direction_cs,
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axle_cs: info.axle_cs,
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wheel_direction_ws: info.direction_cs,
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wheel_axle_ws: info.axle_cs,
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center: Point::origin(),
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friction_slip: info.friction_slip,
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steering: 0.0,
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engine_force: 0.0,
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rotation: 0.0,
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delta_rotation: 0.0,
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brake: 0.0,
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roll_influence: 0.1,
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clipped_inv_contact_dot_suspension: 0.0,
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suspension_relative_velocity: 0.0,
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wheel_suspension_force: 0.0,
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max_suspension_force: info.max_suspension_force,
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skid_info: 0.0,
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side_impulse: 0.0,
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forward_impulse: 0.0,
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}
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}
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/// The world-space center of the wheel.
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pub fn center(&self) -> Point<Real> {
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self.center
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}
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/// The world-space direction of the wheel’s suspension.
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pub fn suspension(&self) -> Vector<Real> {
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self.wheel_direction_ws
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}
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/// The world-space direction of the wheel’s axle.
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pub fn axle(&self) -> Vector<Real> {
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self.wheel_axle_ws
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}
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}
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#[derive(Copy, Clone, Debug, PartialEq, Default)]
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struct RayCastInfo {
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// set by raycaster
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contact_normal_ws: Vector<Real>, //contact normal
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contact_point_ws: Point<Real>, //raycast hitpoint
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suspension_length: Real,
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hard_point_ws: Point<Real>, //raycast starting point
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is_in_contact: bool,
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ground_object: Option<ColliderHandle>,
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}
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impl DynamicRayCastVehicleController {
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/// Creates a new vehicle represented by the given rigid-body.
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///
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/// Wheels have to be attached afterwards calling [`Self::add_wheel`].
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pub fn new(chassis: RigidBodyHandle) -> Self {
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Self {
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wheels: vec![],
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forward_ws: vec![],
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axle: vec![],
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current_vehicle_speed: 0.0,
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chassis,
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index_up_axis: 1,
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index_forward_axis: 0,
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}
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}
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//
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// basically most of the code is general for 2 or 4 wheel vehicles, but some of it needs to be reviewed
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//
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/// Adds a wheel to this vehicle.
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pub fn add_wheel(
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&mut self,
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chassis_connection_cs: Point<Real>,
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direction_cs: Vector<Real>,
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axle_cs: Vector<Real>,
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suspension_rest_length: Real,
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radius: Real,
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tuning: &WheelTuning,
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) -> &mut Wheel {
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let ci = WheelDesc {
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chassis_connection_cs,
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direction_cs,
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axle_cs,
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suspension_rest_length,
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radius,
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suspension_stiffness: tuning.suspension_stiffness,
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damping_compression: tuning.suspension_compression,
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damping_relaxation: tuning.suspension_damping,
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friction_slip: tuning.friction_slip,
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max_suspension_travel: tuning.max_suspension_travel,
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max_suspension_force: tuning.max_suspension_force,
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};
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let wheel_id = self.wheels.len();
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self.wheels.push(Wheel::new(ci));
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&mut self.wheels[wheel_id]
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}
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#[cfg(feature = "dim2")]
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fn update_wheel_transform(&mut self, chassis: &RigidBody, wheel_index: usize) {
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self.update_wheel_transforms_ws(chassis, wheel_index);
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let wheel = &mut self.wheels[wheel_index];
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wheel.center = (wheel.raycast_info.hard_point_ws
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+ wheel.wheel_direction_ws * wheel.raycast_info.suspension_length)
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.coords;
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}
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#[cfg(feature = "dim3")]
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fn update_wheel_transform(&mut self, chassis: &RigidBody, wheel_index: usize) {
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self.update_wheel_transforms_ws(chassis, wheel_index);
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let wheel = &mut self.wheels[wheel_index];
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let steering_orn = Rotation::new(-wheel.wheel_direction_ws * wheel.steering);
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wheel.wheel_axle_ws = steering_orn * (chassis.position() * wheel.axle_cs);
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wheel.center = wheel.raycast_info.hard_point_ws
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+ wheel.wheel_direction_ws * wheel.raycast_info.suspension_length;
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}
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fn update_wheel_transforms_ws(&mut self, chassis: &RigidBody, wheel_id: usize) {
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let wheel = &mut self.wheels[wheel_id];
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wheel.raycast_info.is_in_contact = false;
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let chassis_transform = chassis.position();
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wheel.raycast_info.hard_point_ws = chassis_transform * wheel.chassis_connection_point_cs;
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wheel.wheel_direction_ws = chassis_transform * wheel.direction_cs;
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wheel.wheel_axle_ws = chassis_transform * wheel.axle_cs;
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}
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fn ray_cast(
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&mut self,
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bodies: &RigidBodySet,
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colliders: &ColliderSet,
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queries: &QueryPipeline,
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filter: QueryFilter,
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chassis: &RigidBody,
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wheel_id: usize,
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) {
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let wheel = &mut self.wheels[wheel_id];
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let raylen = wheel.suspension_rest_length + wheel.radius;
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let rayvector = wheel.wheel_direction_ws * raylen;
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let source = wheel.raycast_info.hard_point_ws;
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wheel.raycast_info.contact_point_ws = source + rayvector;
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let ray = Ray::new(source, rayvector);
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let hit = queries.cast_ray_and_get_normal(bodies, colliders, &ray, 1.0, true, filter);
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wheel.raycast_info.ground_object = None;
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if let Some((collider_hit, mut hit)) = hit {
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if hit.toi == 0.0 {
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let collider = &colliders[collider_hit];
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let up_ray = Ray::new(source + rayvector, -rayvector);
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if let Some(hit2) =
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collider
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.shape
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.cast_ray_and_get_normal(collider.position(), &up_ray, 1.0, false)
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{
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hit.normal = -hit2.normal;
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}
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if hit.normal == Vector::zeros() {
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// If the hit is still not defined, set the normal.
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hit.normal = -wheel.wheel_direction_ws;
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}
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}
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wheel.raycast_info.contact_normal_ws = hit.normal;
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wheel.raycast_info.is_in_contact = true;
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wheel.raycast_info.ground_object = Some(collider_hit);
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let hit_distance = hit.toi * raylen;
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wheel.raycast_info.suspension_length = hit_distance - wheel.radius;
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// clamp on max suspension travel
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let min_suspension_length = wheel.suspension_rest_length - wheel.max_suspension_travel;
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let max_suspension_length = wheel.suspension_rest_length + wheel.max_suspension_travel;
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wheel.raycast_info.suspension_length = wheel
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.raycast_info
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.suspension_length
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.clamp(min_suspension_length, max_suspension_length);
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wheel.raycast_info.contact_point_ws = ray.point_at(hit.toi);
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let denominator = wheel
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.raycast_info
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.contact_normal_ws
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.dot(&wheel.wheel_direction_ws);
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let chassis_velocity_at_contact_point =
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chassis.velocity_at_point(&wheel.raycast_info.contact_point_ws);
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let proj_vel = wheel
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.raycast_info
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.contact_normal_ws
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.dot(&chassis_velocity_at_contact_point);
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if denominator >= -0.1 {
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wheel.suspension_relative_velocity = 0.0;
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wheel.clipped_inv_contact_dot_suspension = 1.0 / 0.1;
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} else {
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let inv = -1.0 / denominator;
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wheel.suspension_relative_velocity = proj_vel * inv;
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wheel.clipped_inv_contact_dot_suspension = inv;
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}
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} else {
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// No contact, put wheel info as in rest position
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wheel.raycast_info.suspension_length = wheel.suspension_rest_length;
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wheel.suspension_relative_velocity = 0.0;
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wheel.raycast_info.contact_normal_ws = -wheel.wheel_direction_ws;
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wheel.clipped_inv_contact_dot_suspension = 1.0;
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}
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}
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/// Updates the vehicle’s velocity based on its suspension, engine force, and brake.
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pub fn update_vehicle(
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&mut self,
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dt: Real,
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bodies: &mut RigidBodySet,
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colliders: &ColliderSet,
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queries: &QueryPipeline,
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filter: QueryFilter,
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) {
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let num_wheels = self.wheels.len();
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let chassis = &bodies[self.chassis];
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for i in 0..num_wheels {
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self.update_wheel_transform(chassis, i);
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}
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self.current_vehicle_speed = chassis.linvel().norm();
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let forward_w = chassis.position() * Vector::ith(self.index_forward_axis, 1.0);
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if forward_w.dot(chassis.linvel()) < 0.0 {
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self.current_vehicle_speed *= -1.0;
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}
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//
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// simulate suspension
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//
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for wheel_id in 0..self.wheels.len() {
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self.ray_cast(bodies, colliders, queries, filter, chassis, wheel_id);
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}
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let chassis_mass = chassis.mass();
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self.update_suspension(chassis_mass);
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let chassis = bodies
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.get_mut_internal_with_modification_tracking(self.chassis)
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.unwrap();
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for wheel in &mut self.wheels {
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if wheel.engine_force > 0.0 {
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chassis.wake_up(true);
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}
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// apply suspension force
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let mut suspension_force = wheel.wheel_suspension_force;
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if suspension_force > wheel.max_suspension_force {
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suspension_force = wheel.max_suspension_force;
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}
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let impulse = wheel.raycast_info.contact_normal_ws * suspension_force * dt;
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chassis.apply_impulse_at_point(impulse, wheel.raycast_info.contact_point_ws, false);
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}
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self.update_friction(bodies, colliders, dt);
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let chassis = bodies
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.get_mut_internal_with_modification_tracking(self.chassis)
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.unwrap();
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for wheel in &mut self.wheels {
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let vel = chassis.velocity_at_point(&wheel.raycast_info.hard_point_ws);
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if wheel.raycast_info.is_in_contact {
|
||||
let mut fwd = chassis.position() * Vector::ith(self.index_forward_axis, 1.0);
|
||||
let proj = fwd.dot(&wheel.raycast_info.contact_normal_ws);
|
||||
fwd -= wheel.raycast_info.contact_normal_ws * proj;
|
||||
|
||||
let proj2 = fwd.dot(&vel);
|
||||
|
||||
wheel.delta_rotation = (proj2 * dt) / (wheel.radius);
|
||||
wheel.rotation += wheel.delta_rotation;
|
||||
} else {
|
||||
wheel.rotation += wheel.delta_rotation;
|
||||
}
|
||||
|
||||
wheel.delta_rotation *= 0.99; //damping of rotation when not in contact
|
||||
}
|
||||
}
|
||||
|
||||
/// Reference to all the wheels attached to this vehicle.
|
||||
pub fn wheels(&self) -> &[Wheel] {
|
||||
&self.wheels
|
||||
}
|
||||
|
||||
/// Mutable reference to all the wheels attached to this vehicle.
|
||||
pub fn wheels_mut(&mut self) -> &mut [Wheel] {
|
||||
&mut self.wheels
|
||||
}
|
||||
|
||||
fn update_suspension(&mut self, chassis_mass: Real) {
|
||||
for w_it in 0..self.wheels.len() {
|
||||
let wheels = &mut self.wheels[w_it];
|
||||
|
||||
if wheels.raycast_info.is_in_contact {
|
||||
let mut force;
|
||||
// Spring
|
||||
{
|
||||
let rest_length = wheels.suspension_rest_length;
|
||||
let current_length = wheels.raycast_info.suspension_length;
|
||||
let length_diff = rest_length - current_length;
|
||||
|
||||
force = wheels.suspension_stiffness
|
||||
* length_diff
|
||||
* wheels.clipped_inv_contact_dot_suspension;
|
||||
}
|
||||
|
||||
// Damper
|
||||
{
|
||||
let projected_rel_vel = wheels.suspension_relative_velocity;
|
||||
{
|
||||
let susp_damping = if projected_rel_vel < 0.0 {
|
||||
wheels.damping_compression
|
||||
} else {
|
||||
wheels.damping_relaxation
|
||||
};
|
||||
force -= susp_damping * projected_rel_vel;
|
||||
}
|
||||
}
|
||||
|
||||
// RESULT
|
||||
wheels.wheel_suspension_force = (force * chassis_mass).max(0.0);
|
||||
} else {
|
||||
wheels.wheel_suspension_force = 0.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const SIDE_FRICTION_STIFFNESS2: Real = 1.0;
|
||||
|
||||
fn update_friction(&mut self, bodies: &mut RigidBodySet, colliders: &ColliderSet, dt: Real) {
|
||||
let num_wheels = self.wheels.len();
|
||||
|
||||
if num_wheels == 0 {
|
||||
return;
|
||||
}
|
||||
|
||||
self.forward_ws.resize(num_wheels, Default::default());
|
||||
self.axle.resize(num_wheels, Default::default());
|
||||
|
||||
let mut num_wheels_on_ground = 0;
|
||||
|
||||
//TODO: collapse all those loops into one!
|
||||
for wheel in &mut self.wheels {
|
||||
let ground_object = wheel.raycast_info.ground_object;
|
||||
|
||||
if ground_object.is_some() {
|
||||
num_wheels_on_ground += 1;
|
||||
}
|
||||
|
||||
wheel.side_impulse = 0.0;
|
||||
wheel.forward_impulse = 0.0;
|
||||
}
|
||||
|
||||
{
|
||||
for i in 0..num_wheels {
|
||||
let wheel = &mut self.wheels[i];
|
||||
let ground_object = wheel.raycast_info.ground_object;
|
||||
|
||||
if ground_object.is_some() {
|
||||
self.axle[i] = wheel.wheel_axle_ws;
|
||||
|
||||
let surf_normal_ws = wheel.raycast_info.contact_normal_ws;
|
||||
let proj = self.axle[i].dot(&surf_normal_ws);
|
||||
self.axle[i] -= surf_normal_ws * proj;
|
||||
self.axle[i] = self.axle[i]
|
||||
.try_normalize(1.0e-5)
|
||||
.unwrap_or_else(Vector::zeros);
|
||||
self.forward_ws[i] = surf_normal_ws
|
||||
.cross(&self.axle[i])
|
||||
.try_normalize(1.0e-5)
|
||||
.unwrap_or_else(Vector::zeros);
|
||||
|
||||
if let Some(ground_body) = ground_object
|
||||
.and_then(|h| colliders[h].parent())
|
||||
.map(|h| &bodies[h])
|
||||
.filter(|b| b.is_dynamic())
|
||||
{
|
||||
wheel.side_impulse = resolve_single_bilateral(
|
||||
&bodies[self.chassis],
|
||||
&wheel.raycast_info.contact_point_ws,
|
||||
&ground_body,
|
||||
&wheel.raycast_info.contact_point_ws,
|
||||
&self.axle[i],
|
||||
);
|
||||
} else {
|
||||
wheel.side_impulse = resolve_single_unilateral(
|
||||
&bodies[self.chassis],
|
||||
&wheel.raycast_info.contact_point_ws,
|
||||
&self.axle[i],
|
||||
);
|
||||
}
|
||||
|
||||
wheel.side_impulse *= Self::SIDE_FRICTION_STIFFNESS2;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
let side_factor = 1.0;
|
||||
let fwd_factor = 0.5;
|
||||
|
||||
let mut sliding = false;
|
||||
{
|
||||
for wheel_id in 0..num_wheels {
|
||||
let wheel = &mut self.wheels[wheel_id];
|
||||
let ground_object = wheel.raycast_info.ground_object;
|
||||
|
||||
let mut rolling_friction = 0.0;
|
||||
|
||||
if ground_object.is_some() {
|
||||
if wheel.engine_force != 0.0 {
|
||||
rolling_friction = wheel.engine_force * dt;
|
||||
} else {
|
||||
let default_rolling_friction_impulse = 0.0;
|
||||
let max_impulse = if wheel.brake != 0.0 {
|
||||
wheel.brake
|
||||
} else {
|
||||
default_rolling_friction_impulse
|
||||
};
|
||||
let contact_pt = WheelContactPoint::new(
|
||||
&bodies[self.chassis],
|
||||
ground_object
|
||||
.and_then(|h| colliders[h].parent())
|
||||
.map(|h| &bodies[h]),
|
||||
wheel.raycast_info.contact_point_ws,
|
||||
self.forward_ws[wheel_id],
|
||||
max_impulse,
|
||||
);
|
||||
assert!(num_wheels_on_ground > 0);
|
||||
rolling_friction = contact_pt.calc_rolling_friction(num_wheels_on_ground);
|
||||
}
|
||||
}
|
||||
|
||||
//switch between active rolling (throttle), braking and non-active rolling friction (no throttle/break)
|
||||
|
||||
wheel.forward_impulse = 0.0;
|
||||
wheel.skid_info = 1.0;
|
||||
|
||||
if ground_object.is_some() {
|
||||
let max_imp = wheel.wheel_suspension_force * dt * wheel.friction_slip;
|
||||
let max_imp_side = max_imp;
|
||||
let max_imp_squared = max_imp * max_imp_side;
|
||||
assert!(max_imp_squared >= 0.0);
|
||||
|
||||
wheel.forward_impulse = rolling_friction;
|
||||
|
||||
let x = wheel.forward_impulse * fwd_factor;
|
||||
let y = wheel.side_impulse * side_factor;
|
||||
|
||||
let impulse_squared = x * x + y * y;
|
||||
|
||||
if impulse_squared > max_imp_squared {
|
||||
sliding = true;
|
||||
|
||||
let factor = max_imp * crate::utils::inv(impulse_squared.sqrt());
|
||||
wheel.skid_info *= factor;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if sliding {
|
||||
for wheel in &mut self.wheels {
|
||||
if wheel.side_impulse != 0.0 {
|
||||
if wheel.skid_info < 1.0 {
|
||||
wheel.forward_impulse *= wheel.skid_info;
|
||||
wheel.side_impulse *= wheel.skid_info;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// apply the impulses
|
||||
{
|
||||
let chassis = bodies
|
||||
.get_mut_internal_with_modification_tracking(self.chassis)
|
||||
.unwrap();
|
||||
|
||||
for wheel_id in 0..num_wheels {
|
||||
let wheel = &self.wheels[wheel_id];
|
||||
let mut impulse_point = wheel.raycast_info.contact_point_ws;
|
||||
|
||||
if wheel.forward_impulse != 0.0 {
|
||||
chassis.apply_impulse_at_point(
|
||||
self.forward_ws[wheel_id] * wheel.forward_impulse,
|
||||
impulse_point,
|
||||
false,
|
||||
);
|
||||
}
|
||||
if wheel.side_impulse != 0.0 {
|
||||
let side_impulse = self.axle[wheel_id] * wheel.side_impulse;
|
||||
|
||||
let v_chassis_world_up =
|
||||
chassis.position().rotation * Vector::ith(self.index_up_axis, 1.0);
|
||||
impulse_point -= v_chassis_world_up
|
||||
* (v_chassis_world_up.dot(&(impulse_point - chassis.center_of_mass()))
|
||||
* (1.0 - wheel.roll_influence));
|
||||
|
||||
chassis.apply_impulse_at_point(side_impulse, impulse_point, false);
|
||||
|
||||
// TODO: apply friction impulse on the ground
|
||||
// let ground_object = self.wheels[wheel_id].raycast_info.ground_object;
|
||||
// ground_object.apply_impulse_at_point(
|
||||
// -side_impulse,
|
||||
// wheels.raycast_info.contact_point_ws,
|
||||
// false,
|
||||
// );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct WheelContactPoint<'a> {
|
||||
body0: &'a RigidBody,
|
||||
body1: Option<&'a RigidBody>,
|
||||
friction_position_world: Point<Real>,
|
||||
friction_direction_world: Vector<Real>,
|
||||
jac_diag_ab_inv: Real,
|
||||
max_impulse: Real,
|
||||
}
|
||||
|
||||
impl<'a> WheelContactPoint<'a> {
|
||||
pub fn new(
|
||||
body0: &'a RigidBody,
|
||||
body1: Option<&'a RigidBody>,
|
||||
friction_position_world: Point<Real>,
|
||||
friction_direction_world: Vector<Real>,
|
||||
max_impulse: Real,
|
||||
) -> Self {
|
||||
fn impulse_denominator(body: &RigidBody, pos: &Point<Real>, n: &Vector<Real>) -> Real {
|
||||
let dpt = pos - body.center_of_mass();
|
||||
let gcross = dpt.gcross(*n);
|
||||
let v = (body.mprops.effective_world_inv_inertia_sqrt
|
||||
* (body.mprops.effective_world_inv_inertia_sqrt * gcross))
|
||||
.gcross(dpt);
|
||||
// TODO: take the effective inv mass into account instead of the inv_mass?
|
||||
body.mprops.local_mprops.inv_mass + n.dot(&v)
|
||||
}
|
||||
let denom0 =
|
||||
impulse_denominator(body0, &friction_position_world, &friction_direction_world);
|
||||
let denom1 = body1
|
||||
.map(|body1| {
|
||||
impulse_denominator(body1, &friction_position_world, &friction_direction_world)
|
||||
})
|
||||
.unwrap_or(0.0);
|
||||
let relaxation = 1.0;
|
||||
let jac_diag_ab_inv = relaxation / (denom0 + denom1);
|
||||
|
||||
Self {
|
||||
body0,
|
||||
body1,
|
||||
friction_position_world,
|
||||
friction_direction_world,
|
||||
jac_diag_ab_inv,
|
||||
max_impulse,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn calc_rolling_friction(&self, num_wheels_on_ground: usize) -> Real {
|
||||
let contact_pos_world = self.friction_position_world;
|
||||
let max_impulse = self.max_impulse;
|
||||
|
||||
let vel1 = self.body0.velocity_at_point(&contact_pos_world);
|
||||
let vel2 = self
|
||||
.body1
|
||||
.map(|b| b.velocity_at_point(&contact_pos_world))
|
||||
.unwrap_or_else(Vector::zeros);
|
||||
let vel = vel1 - vel2;
|
||||
let vrel = self.friction_direction_world.dot(&vel);
|
||||
|
||||
// calculate friction that moves us to zero relative velocity
|
||||
(-vrel * self.jac_diag_ab_inv / (num_wheels_on_ground as Real))
|
||||
.clamp(-max_impulse, max_impulse)
|
||||
}
|
||||
}
|
||||
|
||||
fn resolve_single_bilateral(
|
||||
body1: &RigidBody,
|
||||
pt1: &Point<Real>,
|
||||
body2: &RigidBody,
|
||||
pt2: &Point<Real>,
|
||||
normal: &Vector<Real>,
|
||||
) -> Real {
|
||||
let vel1 = body1.velocity_at_point(pt1);
|
||||
let vel2 = body2.velocity_at_point(pt2);
|
||||
let dvel = vel1 - vel2;
|
||||
|
||||
let dpt1 = pt1 - body1.center_of_mass();
|
||||
let dpt2 = pt2 - body2.center_of_mass();
|
||||
let aj = dpt1.gcross(*normal);
|
||||
let bj = dpt2.gcross(-*normal);
|
||||
let iaj = body1.mprops.effective_world_inv_inertia_sqrt * aj;
|
||||
let ibj = body2.mprops.effective_world_inv_inertia_sqrt * bj;
|
||||
|
||||
// TODO: take the effective_inv_mass into account?
|
||||
let im1 = body1.mprops.local_mprops.inv_mass;
|
||||
let im2 = body2.mprops.local_mprops.inv_mass;
|
||||
|
||||
let jac_diag_ab = im1 + im2 + iaj.gdot(iaj) + ibj.gdot(ibj);
|
||||
let jac_diag_ab_inv = crate::utils::inv(jac_diag_ab);
|
||||
let rel_vel = normal.dot(&dvel);
|
||||
|
||||
//todo: move this into proper structure
|
||||
let contact_damping = 0.2;
|
||||
-contact_damping * rel_vel * jac_diag_ab_inv
|
||||
}
|
||||
|
||||
fn resolve_single_unilateral(body1: &RigidBody, pt1: &Point<Real>, normal: &Vector<Real>) -> Real {
|
||||
let vel1 = body1.velocity_at_point(pt1);
|
||||
let dvel = vel1;
|
||||
let dpt1 = pt1 - body1.center_of_mass();
|
||||
let aj = dpt1.gcross(*normal);
|
||||
let iaj = body1.mprops.effective_world_inv_inertia_sqrt * aj;
|
||||
|
||||
// TODO: take the effective_inv_mass into account?
|
||||
let im1 = body1.mprops.local_mprops.inv_mass;
|
||||
let jac_diag_ab = im1 + iaj.gdot(iaj);
|
||||
let jac_diag_ab_inv = crate::utils::inv(jac_diag_ab);
|
||||
let rel_vel = normal.dot(&dvel);
|
||||
|
||||
//todo: move this into proper structure
|
||||
let contact_damping = 0.2;
|
||||
-contact_damping * rel_vel * jac_diag_ab_inv
|
||||
}
|
||||
@@ -146,6 +146,12 @@ impl RigidBody {
|
||||
}
|
||||
}
|
||||
|
||||
/// The world-space center-of-mass of this rigid-body.
|
||||
#[inline]
|
||||
pub fn center_of_mass(&self) -> &Point<Real> {
|
||||
&self.mprops.world_com
|
||||
}
|
||||
|
||||
/// The mass-properties of this rigid-body.
|
||||
#[inline]
|
||||
pub fn mass_properties(&self) -> &MassProperties {
|
||||
|
||||
Reference in New Issue
Block a user