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- //
- // Copyright (c) 2008-2015 the Urho3D project.
- // Copyright (c) 2015 Xamarin Inc
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- using System;
- using AtomicEngine;
- namespace FeatureExamples
- {
- /// <summary>
- /// Vehicle component, responsible for physical movement according to controls.
- /// </summary>
- public class Vehicle : CSComponent
- {
- public const int CtrlForward = 1;
- public const int CtrlBack = 2;
- public const int CtrlLeft = 4;
- public const int CtrlRight = 8;
- public const float YawSensitivity = 0.1f;
- public const float EnginePower = 10.0f;
- public const float DownForce = 10.0f;
- public const float MaxWheelAngle = 22.5f;
- // Movement controls.
- public Controls Controls { get; set; } = new Controls();
- // Wheel scene nodes.
- Node frontLeft;
- Node frontRight;
- Node rearLeft;
- Node rearRight;
- // Steering axle constraints.
- Constraint frontLeftAxis;
- Constraint frontRightAxis;
- // Hull and wheel rigid bodies.
- RigidBody hullBody;
- RigidBody frontLeftBody;
- RigidBody frontRightBody;
- RigidBody rearLeftBody;
- RigidBody rearRightBody;
- // IDs of the wheel scene nodes for serialization.
- uint frontLeftId;
- uint frontRightId;
- uint rearLeftId;
- uint rearRightId;
- /// Current left/right steering amount (-1 to 1.)
- float steering;
- public void PhysicsPreStep(float timeStep)
- {
- float newSteering = 0.0f;
- float accelerator = 0.0f;
- // Read controls
- if (Controls.IsDown(CtrlLeft))
- newSteering = -1.0f;
- if (Controls.IsDown(CtrlRight))
- newSteering = 1.0f;
- if (Controls.IsDown(CtrlForward))
- accelerator = 1.0f;
- if (Controls.IsDown(CtrlBack))
- accelerator = -0.5f;
- // When steering, wake up the wheel rigidbodies so that their orientation is updated
- if (newSteering != 0.0f)
- {
- frontLeftBody.Activate();
- frontRightBody.Activate();
- steering = steering * 0.95f + newSteering * 0.05f;
- }
- else
- steering = steering * 0.8f + newSteering * 0.2f;
- // Set front wheel angles
- Quaternion steeringRot = new Quaternion(0, steering * MaxWheelAngle, 0);
- frontLeftAxis.SetOtherAxis(steeringRot * new Vector3(-1f, 0f, 0f));
- frontRightAxis.SetOtherAxis(steeringRot * Vector3.UnitX);
- Quaternion hullRot = hullBody.Rotation;
- if (accelerator != 0.0f)
- {
- // Torques are applied in world space, so need to take the vehicle & wheel rotation into account
- Vector3 torqueVec = new Vector3(EnginePower * accelerator, 0.0f, 0.0f);
- frontLeftBody.ApplyTorque(hullRot * steeringRot * torqueVec);
- frontRightBody.ApplyTorque(hullRot * steeringRot * torqueVec);
- rearLeftBody.ApplyTorque(hullRot * torqueVec);
- rearRightBody.ApplyTorque(hullRot * torqueVec);
- }
- // Apply downforce proportional to velocity
- Vector3 localVelocity = Quaternion.Invert(hullRot) * hullBody.LinearVelocity;
- hullBody.ApplyForce(hullRot * new Vector3(0f, -1f, 0f) * Math.Abs(localVelocity.Z) * DownForce);
- }
- public void Init()
- {
- var cache = GetSubsystem<ResourceCache>();
- // This function is called only from the main program when initially creating the vehicle, not on scene load
- var node = Node;
- StaticModel hullObject = node.CreateComponent<StaticModel>();
- hullBody = node.CreateComponent<RigidBody>();
- CollisionShape hullShape = node.CreateComponent<CollisionShape>();
- node.Scale = new Vector3(1.5f, 1.0f, 3.0f);
- hullObject.Model = cache.Get<Model>("Models/Box.mdl");
- hullObject.SetMaterial(cache.Get<Material>("Materials/Stone.xml"));
- hullObject.CastShadows = true;
- hullShape.SetBox(Vector3.One, Vector3.Zero, Quaternion.Identity);
- hullBody.Mass = 4.0f;
- hullBody.LinearDamping = 0.2f; // Some air resistance
- hullBody.AngularDamping = 0.5f;
- hullBody.CollisionLayer = 1;
- InitWheel("FrontLeft", new Vector3(-0.6f, -0.4f, 0.3f), out frontLeft, out frontLeftId);
- InitWheel("FrontRight", new Vector3(0.6f, -0.4f, 0.3f), out frontRight, out frontRightId);
- InitWheel("RearLeft", new Vector3(-0.6f, -0.4f, -0.3f), out rearLeft, out rearLeftId);
- InitWheel("RearRight", new Vector3(0.6f, -0.4f, -0.3f), out rearRight, out rearRightId);
- GetWheelComponents();
- }
- void InitWheel(string name, Vector3 offset, out Node wheelNode, out uint wheelNodeId)
- {
- var cache = GetSubsystem<ResourceCache>();
- // Note: do not parent the wheel to the hull scene node. Instead create it on the root level and let the physics
- // constraint keep it together
- wheelNode = Scene.CreateChild(name);
- wheelNode.Position = Node.LocalToWorld(offset);
- wheelNode.Rotation = Node.Rotation * (offset.X >= 0.0 ? new Quaternion(0.0f, 0.0f, -90.0f) : new Quaternion(0.0f, 0.0f, 90.0f));
- wheelNode.Scale = new Vector3(0.8f, 0.5f, 0.8f);
- // Remember the ID for serialization
- wheelNodeId = wheelNode.ID;
- StaticModel wheelObject = wheelNode.CreateComponent<StaticModel>();
- RigidBody wheelBody = wheelNode.CreateComponent<RigidBody>();
- CollisionShape wheelShape = wheelNode.CreateComponent<CollisionShape>();
- Constraint wheelConstraint = wheelNode.CreateComponent<Constraint>();
- wheelObject.Model = (cache.Get<Model>("Models/Cylinder.mdl"));
- wheelObject.SetMaterial(cache.Get<Material>("Materials/Stone.xml"));
- wheelObject.CastShadows = true;
- wheelShape.SetSphere(1.0f, Vector3.Zero, Quaternion.Identity);
- wheelBody.Friction = (1.0f);
- wheelBody.Mass = 1.0f;
- wheelBody.LinearDamping = 0.2f; // Some air resistance
- wheelBody.AngularDamping = 0.75f; // Could also use rolling friction
- wheelBody.CollisionLayer = 1;
- wheelConstraint.ConstraintType = ConstraintType.CONSTRAINT_HINGE;
- wheelConstraint.OtherBody = GetComponent<RigidBody>(); // Connect to the hull body
- wheelConstraint.SetWorldPosition(wheelNode.Position); // Set constraint's both ends at wheel's location
- wheelConstraint.SetAxis(Vector3.UnitY); // Wheel rotates around its local Y-axis
- wheelConstraint.SetOtherAxis(offset.X >= 0.0 ? Vector3.UnitX : new Vector3(-1f, 0f, 0f)); // Wheel's hull axis points either left or right
- wheelConstraint.LowLimit = new Vector2(-180.0f, 0.0f); // Let the wheel rotate freely around the axis
- wheelConstraint.HighLimit = new Vector2(180.0f, 0.0f);
- wheelConstraint.DisableCollision = true; // Let the wheel intersect the vehicle hull
- }
- void GetWheelComponents()
- {
- frontLeftAxis = frontLeft.GetComponent<Constraint>();
- frontRightAxis = frontRight.GetComponent<Constraint>();
- frontLeftBody = frontLeft.GetComponent<RigidBody>();
- frontRightBody = frontRight.GetComponent<RigidBody>();
- rearLeftBody = rearLeft.GetComponent<RigidBody>();
- rearRightBody = rearRight.GetComponent<RigidBody>();
- }
- }
- }
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