dirt-racer/src/car_physics.cpp

339 lines
12 KiB
C++

#include "car_physics.hpp"
#include "godot_cpp/classes/collision_object3d.hpp"
#include "godot_cpp/variant/utility_functions.hpp"
#include "utils/godot_macros.h"
#include <godot_cpp/classes/curve.hpp>
namespace godot {
void CarPhysics::_bind_methods() {
#define CLASSNAME CarPhysics
GDPROPERTY_HINTED(oversteer_curve, Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "Curve");
GDPROPERTY(oversteer_curve_x_scale, Variant::FLOAT);
GDPROPERTY_HINTED(understeer_curve, Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "Curve");
GDPROPERTY(understeer_curve_x_scale, Variant::FLOAT);
GDPROPERTY(acceleration, Variant::FLOAT);
GDPROPERTY(engine_brake_force, Variant::FLOAT);
GDPROPERTY(handbrake_force, Variant::FLOAT);
GDPROPERTY(handbrake_oversteer, Variant::FLOAT);
GDPROPERTY(traction_recovery_speed, Variant::FLOAT);
GDPROPERTY(max_slide_speed, Variant::FLOAT);
GDPROPERTY(slide_speed_acceleration, Variant::FLOAT);
GDPROPERTY(oversteer_speed_penalty, Variant::FLOAT);
GDPROPERTY(oversteer_brake_penalty, Variant::FLOAT);
GDPROPERTY(oversteer_steering_speed, Variant::FLOAT);
GDPROPERTY(slide_resistance, Variant::FLOAT);
GDPROPERTY(steering_inward_speed, Variant::FLOAT);
}
void CarPhysics::_enter_tree() {
this->set_use_custom_integrator(true);
this->front_wheels = this->get_node<CollisionShape3D>("FrontWheels");
this->back_wheels = this->get_node<CollisionShape3D>("BackWheels");
this->set_contact_monitor(true);
this->set_max_contacts_reported(128);
GDGAMEONLY();
this->connect("body_shape_entered", callable_mp(this, &CarPhysics::on_body_shape_entered));
this->connect("body_shape_exited", callable_mp(this, &CarPhysics::on_body_shape_exited));
}
void CarPhysics::_physics_process(double delta_time) { GDGAMEONLY();
this->process_oversteer(delta_time);
this->process_understeer(delta_time);
UtilityFunctions::print("true target speed: ", this->get_true_target_speed());
UtilityFunctions::print("speed: ", this->local_velocity.z);
UtilityFunctions::print("grounded: ", this->grounded_objects.size());
UtilityFunctions::print("brakes: ", this->brake);
UtilityFunctions::print("acceleration: ", this->get_current_acceleration());
UtilityFunctions::print("-----------------------------------------------------------");
}
void CarPhysics::process_oversteer(double delta_time) {
float const target = this->current_steering == 0.f
? 0.f
: (this->evaluate_oversteer_curve(this->local_velocity.z) + (this->brake ? this->handbrake_oversteer : 0.f)) * Math::sign(this->current_steering);
if(Math::abs(target) >= Math::abs(this->current_oversteer) && Math::sign(target) == Math::sign(this->current_oversteer))
this->current_oversteer = target;
else
this->current_oversteer = Math::move_toward(this->current_oversteer, target, float(delta_time * this->traction_recovery_speed));
UtilityFunctions::print("current oversteer: ", this->current_oversteer, " target: ", target);
}
void CarPhysics::process_understeer(double delta_time) {
float const target = this->evaluate_understeer_curve(this->local_velocity.z);
if(target >= this->current_understeer)
this->current_understeer = target;
else
this->current_understeer = Math::move_toward(this->current_understeer, target, float(delta_time * this->traction_recovery_speed));
UtilityFunctions::print("current understeer: ", this->current_understeer, " target: ", target);
}
void CarPhysics::_integrate_forces(PhysicsDirectBodyState3D *state) {
if(this->is_grounded()) {
this->integrate_engine_acceleration(state);
this->integrate_steering(state);
this->integrate_oversteer(state);
}
this->last_velocity = state->get_linear_velocity();
state->set_linear_velocity(
(this->is_grounded()
? (this->local_to_world_velocity() + Vector3{0, float(-9.8f * state->get_step()), 0})
: (this->get_linear_velocity() + Vector3{0, float(-9.8f * state->get_step()), 0})));
}
void CarPhysics::integrate_steering(PhysicsDirectBodyState3D *state) {
float target_x_velocity = 0.f;
if(this->local_velocity.z != 0.f) {
Vector3 const steering_angle_vel = this->get_global_basis().get_column(1) * (
this->current_steering * Math::sign(this->local_velocity.z + this->current_oversteer * this->oversteer_steering_speed));
state->set_angular_velocity(steering_angle_vel * (1.0f-this->current_understeer));
target_x_velocity = this->current_steering * this->steering_inward_speed;
} else {
state->set_angular_velocity(Vector3(0,0,0));
}
this->local_velocity.x = Math::move_toward(this->local_velocity.x,
target_x_velocity,
float(this->slide_resistance * (1.f-this->current_oversteer) * state->get_step()));
}
void CarPhysics::integrate_engine_acceleration(PhysicsDirectBodyState3D *state) {
Vector3 const jolt = state->get_linear_velocity() - this->last_velocity;
float const z_jolt = jolt.dot(this->get_global_basis().get_column(2));
if(Math::abs(z_jolt) >= Math::abs(this->local_velocity.z) / 2.f && Math::sign(z_jolt) != Math::sign(this->local_velocity.z)) {
this->local_velocity.z = 0.f;
}
this->local_velocity.z = Math::move_toward(
this->local_velocity.z,
this->get_true_target_speed(),
float(this->get_current_acceleration() * state->get_step()));
}
void CarPhysics::integrate_oversteer(PhysicsDirectBodyState3D *state) {
this->local_velocity.x = Math::clamp(
this->local_velocity.x - this->local_velocity.z * this->current_oversteer * this->slide_speed_acceleration,
-this->max_slide_speed,
this->max_slide_speed);
}
void CarPhysics::on_body_shape_entered(RID body_rid, Node *body, int body_shape_index, int local_shape_index) {
CollisionShape3D *shape = Object::cast_to<CollisionShape3D>(this->shape_owner_get_owner(this->shape_find_owner(local_shape_index)));
bool const was_grounded = this->is_grounded();
if(shape == this->front_wheels || shape == this->back_wheels)
this->grounded_objects.insert(body);
if(!was_grounded && this->is_grounded()) {
this->local_velocity = this->world_to_local_velocity();
}
}
void CarPhysics::on_body_shape_exited(RID body_rid, Node *body, int body_shape_index, int local_shape_index) {
if(this->grounded_objects.has(body))
this->grounded_objects.erase(body);
}
Vector3 CarPhysics::local_to_world_velocity() const {
Basis const basis = this->get_global_basis();
Vector3 world_velocity{
this->local_velocity.x * basis.get_column(0) +
this->local_velocity.y * basis.get_column(1) +
this->local_velocity.z * basis.get_column(2)
};
return world_velocity;
}
Vector3 CarPhysics::world_to_local_velocity() const {
Basis const basis = this->get_global_basis();
Vector3 const velocity = this->get_linear_velocity();
return Vector3{
basis.get_column(0).dot(velocity),
0.f,
basis.get_column(2).dot(velocity)
};
}
float CarPhysics::evaluate_oversteer_curve(float speed) const {
return this->current_steering != 0.f
? this->oversteer_curve->sample(speed / this->oversteer_curve_x_scale)
: 0.f;
}
float CarPhysics::evaluate_understeer_curve(float speed) const {
return this->current_steering != 0.f
? this->understeer_curve->sample(speed / this->understeer_curve_x_scale)
: 0.f;
}
float CarPhysics::get_true_target_speed() const {
return (this->brake ? 0.f
: (this->target_speed > 0
? this->target_speed - (Math::abs(this->current_oversteer) * this->oversteer_speed_penalty
+ this->current_understeer * this->understeer_speed_penalty)
: this->target_speed));
}
bool CarPhysics::is_grounded() const {
return !this->grounded_objects.is_empty();
}
float CarPhysics::get_current_acceleration() const {
return Math::abs(this->brake
? this->handbrake_force
: ((Math::abs(this->get_true_target_speed()) >= Math::abs(this->local_velocity.z))
? (this->acceleration * (1.f-Math::abs(this->current_oversteer)))
: (this->engine_brake_force * (1.f-Math::abs(this->current_oversteer * this->oversteer_brake_penalty)))));
}
void CarPhysics::set_target_speed(float target) {
this->target_speed = target;
}
float CarPhysics::get_target_speed() const {
return this->target_speed;
}
void CarPhysics::set_current_steering(float steering) {
this->current_steering = steering;
}
float CarPhysics::get_current_steering() const {
return this->current_steering;
}
void CarPhysics::set_brake(bool brake) {
this->brake = brake;
}
bool CarPhysics::get_brake() const {
return this->brake;
}
void CarPhysics::set_oversteer_curve(Ref<Curve> curve) {
this->oversteer_curve = curve;
}
Ref<Curve> CarPhysics::get_oversteer_curve() const {
return this->oversteer_curve;
}
void CarPhysics::set_oversteer_curve_x_scale(float scale) {
this->oversteer_curve_x_scale = scale;
}
float CarPhysics::get_oversteer_curve_x_scale() const {
return this->oversteer_curve_x_scale;
}
void CarPhysics::set_understeer_curve(Ref<Curve> curve) {
this->understeer_curve = curve;
}
Ref<Curve> CarPhysics::get_understeer_curve() const {
return this->understeer_curve;
}
void CarPhysics::set_understeer_curve_x_scale(float scale) {
this->understeer_curve_x_scale = scale;
}
float CarPhysics::get_understeer_curve_x_scale() const {
return this->understeer_curve_x_scale;
}
void CarPhysics::set_acceleration(float value) {
this->acceleration = value;
}
float CarPhysics::get_acceleration() const {
return this->acceleration;
}
void CarPhysics::set_engine_brake_force(float value) {
this->engine_brake_force = value;
}
float CarPhysics::get_engine_brake_force() const {
return this->engine_brake_force;
}
void CarPhysics::set_handbrake_force(float value) {
this->handbrake_force = value;
}
float CarPhysics::get_handbrake_force() const {
return this->handbrake_force;
}
void CarPhysics::set_handbrake_oversteer(float value) {
this->handbrake_oversteer = value;
}
float CarPhysics::get_handbrake_oversteer() const {
return this->handbrake_oversteer;
}
void CarPhysics::set_traction_recovery_speed(float value) {
this->traction_recovery_speed = value;
}
float CarPhysics::get_traction_recovery_speed() const {
return this->traction_recovery_speed;
}
void CarPhysics::set_max_slide_speed(float value) {
this->max_slide_speed = value;
}
float CarPhysics::get_max_slide_speed() const {
return this->max_slide_speed;
}
void CarPhysics::set_slide_speed_acceleration(float value) {
this->slide_speed_acceleration = value;
}
float CarPhysics::get_slide_speed_acceleration() const {
return this->slide_speed_acceleration;
}
void CarPhysics::set_oversteer_speed_penalty(float value) {
this->oversteer_speed_penalty = value;
}
float CarPhysics::get_oversteer_speed_penalty() const {
return this->oversteer_speed_penalty;
}
void CarPhysics::set_oversteer_brake_penalty(float value) {
this->oversteer_brake_penalty = value;
}
float CarPhysics::get_oversteer_brake_penalty() const {
return this->oversteer_brake_penalty;
}
void CarPhysics::set_oversteer_steering_speed(float value) {
this->oversteer_steering_speed = value;
}
float CarPhysics::get_oversteer_steering_speed() const {
return this->oversteer_steering_speed;
}
void CarPhysics::set_slide_resistance(float value) {
this->slide_resistance = value;
}
float CarPhysics::get_slide_resistance() const {
return this->slide_resistance;
}
void CarPhysics::set_steering_inward_speed(float value) {
this->steering_inward_speed = value;
}
float CarPhysics::get_steering_inward_speed() const {
return this->steering_inward_speed;
}
}