12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455 |
- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #pragma once
- #include <Tests/Vehicle/VehicleTest.h>
- #include <Jolt/Physics/Vehicle/VehicleConstraint.h>
- // This test shows how a vehicle could be made with the vehicle constraint.
- class VehicleConstraintTest : public VehicleTest
- {
- public:
- JPH_DECLARE_RTTI_VIRTUAL(VehicleConstraintTest)
- // Destructor
- virtual ~VehicleConstraintTest() override;
- // See: Test
- virtual void Initialize() override;
- virtual void PrePhysicsUpdate(const PreUpdateParams &inParams) override;
- virtual void GetInitialCamera(CameraState &ioState) const override;
- virtual RMat44 GetCameraPivot(float inCameraHeading, float inCameraPitch) const override;
- virtual void CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu) override;
- private:
- 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 sFrontSuspensionCasterAngle = 0.0f;
- static inline float sFrontSuspensionKinPinAngle = 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 sRearSuspensionCasterAngle = 0.0f;
- static inline float sRearSuspensionKingPinAngle = 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<VehicleConstraint> mVehicleConstraint; ///< The vehicle constraint
- Ref<VehicleCollisionTester> mTesters[3]; ///< Collision testers for the wheel
- float mPreviousForward = 1.0f; ///< Keeps track of last car direction so we know when to brake and when to accelerate
- };
|