VehicleConstraintTest.h 3.2 KB

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  1. // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
  2. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  3. // SPDX-License-Identifier: MIT
  4. #pragma once
  5. #include <Tests/Vehicle/VehicleTest.h>
  6. #include <Jolt/Physics/Vehicle/VehicleConstraint.h>
  7. // This test shows how a vehicle could be made with the vehicle constraint.
  8. class VehicleConstraintTest : public VehicleTest
  9. {
  10. public:
  11. JPH_DECLARE_RTTI_VIRTUAL(JPH_NO_EXPORT, VehicleConstraintTest)
  12. // Destructor
  13. virtual ~VehicleConstraintTest() override;
  14. // See: Test
  15. virtual void Initialize() override;
  16. virtual void ProcessInput(const ProcessInputParams &inParams) override;
  17. virtual void PrePhysicsUpdate(const PreUpdateParams &inParams) override;
  18. virtual void SaveInputState(StateRecorder &inStream) const override;
  19. virtual void RestoreInputState(StateRecorder &inStream) override;
  20. virtual void GetInitialCamera(CameraState &ioState) const override;
  21. virtual RMat44 GetCameraPivot(float inCameraHeading, float inCameraPitch) const override { return mCameraPivot; }
  22. virtual void CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu) override;
  23. private:
  24. void UpdateCameraPivot();
  25. static inline float sInitialRollAngle = 0;
  26. static inline float sMaxRollAngle = DegreesToRadians(60.0f);
  27. static inline float sMaxSteeringAngle = DegreesToRadians(30.0f);
  28. static inline int sCollisionMode = 2;
  29. static inline bool sFourWheelDrive = false;
  30. static inline bool sAntiRollbar = true;
  31. static inline bool sLimitedSlipDifferentials = true;
  32. static inline float sMaxEngineTorque = 500.0f;
  33. static inline float sClutchStrength = 10.0f;
  34. static inline float sFrontCasterAngle = 0.0f;
  35. static inline float sFrontKingPinAngle = 0.0f;
  36. static inline float sFrontCamber = 0.0f;
  37. static inline float sFrontToe = 0.0f;
  38. static inline float sFrontSuspensionForwardAngle = 0.0f;
  39. static inline float sFrontSuspensionSidewaysAngle = 0.0f;
  40. static inline float sFrontSuspensionMinLength = 0.3f;
  41. static inline float sFrontSuspensionMaxLength = 0.5f;
  42. static inline float sFrontSuspensionFrequency = 1.5f;
  43. static inline float sFrontSuspensionDamping = 0.5f;
  44. static inline float sRearSuspensionForwardAngle = 0.0f;
  45. static inline float sRearSuspensionSidewaysAngle = 0.0f;
  46. static inline float sRearCasterAngle = 0.0f;
  47. static inline float sRearKingPinAngle = 0.0f;
  48. static inline float sRearCamber = 0.0f;
  49. static inline float sRearToe = 0.0f;
  50. static inline float sRearSuspensionMinLength = 0.3f;
  51. static inline float sRearSuspensionMaxLength = 0.5f;
  52. static inline float sRearSuspensionFrequency = 1.5f;
  53. static inline float sRearSuspensionDamping = 0.5f;
  54. Body * mCarBody; ///< The vehicle
  55. Ref<VehicleConstraint> mVehicleConstraint; ///< The vehicle constraint
  56. Ref<VehicleCollisionTester> mTesters[3]; ///< Collision testers for the wheel
  57. RMat44 mCameraPivot = RMat44::sIdentity(); ///< The camera pivot, recorded before the physics update to align with the drawn world
  58. // Player input
  59. float mForward = 0.0f;
  60. float mPreviousForward = 1.0f; ///< Keeps track of last car direction so we know when to brake and when to accelerate
  61. float mRight = 0.0f;
  62. float mBrake = 0.0f;
  63. float mHandBrake = 0.0f;
  64. };