// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #pragma once #include #include // This test shows how a vehicle could be made with the vehicle constraint. class VehicleConstraintTest : public VehicleTest { public: JPH_DECLARE_RTTI_VIRTUAL(JPH_NO_EXPORT, VehicleConstraintTest) // Destructor virtual ~VehicleConstraintTest() override; // See: Test virtual void Initialize() override; virtual void ProcessInput(const ProcessInputParams &inParams) override; virtual void PrePhysicsUpdate(const PreUpdateParams &inParams) override; virtual void SaveInputState(StateRecorder &inStream) const override; virtual void RestoreInputState(StateRecorder &inStream) override; virtual void GetInitialCamera(CameraState &ioState) const override; virtual RMat44 GetCameraPivot(float inCameraHeading, float inCameraPitch) const override { return mCameraPivot; } virtual void CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu) override; private: void UpdateCameraPivot(); static inline float sInitialRollAngle = 0; static inline float sMaxRollAngle = DegreesToRadians(60.0f); static inline float sMaxSteeringAngle = DegreesToRadians(30.0f); static inline int sCollisionMode = 2; static inline bool sFourWheelDrive = false; static inline bool sAntiRollbar = true; static inline bool sLimitedSlipDifferentials = true; static inline float sMaxEngineTorque = 500.0f; static inline float sClutchStrength = 10.0f; static inline float sFrontCasterAngle = 0.0f; static inline float sFrontKingPinAngle = 0.0f; static inline float sFrontCamber = 0.0f; static inline float sFrontToe = 0.0f; static inline float sFrontSuspensionForwardAngle = 0.0f; static inline float sFrontSuspensionSidewaysAngle = 0.0f; static inline float sFrontSuspensionMinLength = 0.3f; static inline float sFrontSuspensionMaxLength = 0.5f; static inline float sFrontSuspensionFrequency = 1.5f; static inline float sFrontSuspensionDamping = 0.5f; static inline float sRearSuspensionForwardAngle = 0.0f; static inline float sRearSuspensionSidewaysAngle = 0.0f; static inline float sRearCasterAngle = 0.0f; static inline float sRearKingPinAngle = 0.0f; static inline float sRearCamber = 0.0f; static inline float sRearToe = 0.0f; static inline float sRearSuspensionMinLength = 0.3f; static inline float sRearSuspensionMaxLength = 0.5f; static inline float sRearSuspensionFrequency = 1.5f; static inline float sRearSuspensionDamping = 0.5f; Body * mCarBody; ///< The vehicle Ref mVehicleConstraint; ///< The vehicle constraint Ref mTesters[3]; ///< Collision testers for the wheel RMat44 mCameraPivot = RMat44::sIdentity(); ///< The camera pivot, recorded before the physics update to align with the drawn world // Player input float mForward = 0.0f; float mPreviousForward = 1.0f; ///< Keeps track of last car direction so we know when to brake and when to accelerate float mRight = 0.0f; float mBrake = 0.0f; float mHandBrake = 0.0f; };