godot-module-template/engine/thirdparty/jolt_physics/Jolt/Physics/Vehicle/VehicleTransmission.cpp

160 lines
4.6 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <Jolt/Jolt.h>
#include <Jolt/Physics/Vehicle/VehicleTransmission.h>
#include <Jolt/ObjectStream/TypeDeclarations.h>
JPH_NAMESPACE_BEGIN
JPH_IMPLEMENT_SERIALIZABLE_NON_VIRTUAL(VehicleTransmissionSettings)
{
JPH_ADD_ENUM_ATTRIBUTE(VehicleTransmissionSettings, mMode)
JPH_ADD_ATTRIBUTE(VehicleTransmissionSettings, mGearRatios)
JPH_ADD_ATTRIBUTE(VehicleTransmissionSettings, mReverseGearRatios)
JPH_ADD_ATTRIBUTE(VehicleTransmissionSettings, mSwitchTime)
JPH_ADD_ATTRIBUTE(VehicleTransmissionSettings, mClutchReleaseTime)
JPH_ADD_ATTRIBUTE(VehicleTransmissionSettings, mSwitchLatency)
JPH_ADD_ATTRIBUTE(VehicleTransmissionSettings, mShiftUpRPM)
JPH_ADD_ATTRIBUTE(VehicleTransmissionSettings, mShiftDownRPM)
JPH_ADD_ATTRIBUTE(VehicleTransmissionSettings, mClutchStrength)
}
void VehicleTransmissionSettings::SaveBinaryState(StreamOut &inStream) const
{
inStream.Write(mMode);
inStream.Write(mGearRatios);
inStream.Write(mReverseGearRatios);
inStream.Write(mSwitchTime);
inStream.Write(mClutchReleaseTime);
inStream.Write(mSwitchLatency);
inStream.Write(mShiftUpRPM);
inStream.Write(mShiftDownRPM);
inStream.Write(mClutchStrength);
}
void VehicleTransmissionSettings::RestoreBinaryState(StreamIn &inStream)
{
inStream.Read(mMode);
inStream.Read(mGearRatios);
inStream.Read(mReverseGearRatios);
inStream.Read(mSwitchTime);
inStream.Read(mClutchReleaseTime);
inStream.Read(mSwitchLatency);
inStream.Read(mShiftUpRPM);
inStream.Read(mShiftDownRPM);
inStream.Read(mClutchStrength);
}
void VehicleTransmission::Update(float inDeltaTime, float inCurrentRPM, float inForwardInput, bool inCanShiftUp)
{
// Update current gear and calculate clutch friction
if (mMode == ETransmissionMode::Auto)
{
// Switch gears based on rpm
int old_gear = mCurrentGear;
if (mCurrentGear == 0 // In neutral
|| inForwardInput * float(mCurrentGear) < 0.0f) // Changing between forward / reverse
{
// Switch to first gear or reverse depending on input
mCurrentGear = inForwardInput > 0.0f? 1 : (inForwardInput < 0.0f? -1 : 0);
}
else if (mGearSwitchLatencyTimeLeft == 0.0f) // If not in the timout after switching gears
{
if (inCanShiftUp && inCurrentRPM > mShiftUpRPM)
{
if (mCurrentGear < 0)
{
// Shift up, reverse
if (mCurrentGear > -(int)mReverseGearRatios.size())
mCurrentGear--;
}
else
{
// Shift up, forward
if (mCurrentGear < (int)mGearRatios.size())
mCurrentGear++;
}
}
else if (inCurrentRPM < mShiftDownRPM)
{
if (mCurrentGear < 0)
{
// Shift down, reverse
int max_gear = inForwardInput != 0.0f? -1 : 0;
if (mCurrentGear < max_gear)
mCurrentGear++;
}
else
{
// Shift down, forward
int min_gear = inForwardInput != 0.0f? 1 : 0;
if (mCurrentGear > min_gear)
mCurrentGear--;
}
}
}
if (old_gear != mCurrentGear)
{
// We've shifted gear, start switch countdown
mGearSwitchTimeLeft = old_gear != 0? mSwitchTime : 0.0f;
mClutchReleaseTimeLeft = mClutchReleaseTime;
mGearSwitchLatencyTimeLeft = mSwitchLatency;
mClutchFriction = 0.0f;
}
else if (mGearSwitchTimeLeft > 0.0f)
{
// If still switching gears, count down
mGearSwitchTimeLeft = max(0.0f, mGearSwitchTimeLeft - inDeltaTime);
mClutchFriction = 0.0f;
}
else if (mClutchReleaseTimeLeft > 0.0f)
{
// After switching the gears we slowly release the clutch
mClutchReleaseTimeLeft = max(0.0f, mClutchReleaseTimeLeft - inDeltaTime);
mClutchFriction = 1.0f - mClutchReleaseTimeLeft / mClutchReleaseTime;
}
else
{
// Clutch has full friction
mClutchFriction = 1.0f;
// Count down switch latency
mGearSwitchLatencyTimeLeft = max(0.0f, mGearSwitchLatencyTimeLeft - inDeltaTime);
}
}
}
float VehicleTransmission::GetCurrentRatio() const
{
if (mCurrentGear < 0)
return mReverseGearRatios[-mCurrentGear - 1];
else if (mCurrentGear == 0)
return 0.0f;
else
return mGearRatios[mCurrentGear - 1];
}
void VehicleTransmission::SaveState(StateRecorder &inStream) const
{
inStream.Write(mCurrentGear);
inStream.Write(mClutchFriction);
inStream.Write(mGearSwitchTimeLeft);
inStream.Write(mClutchReleaseTimeLeft);
inStream.Write(mGearSwitchLatencyTimeLeft);
}
void VehicleTransmission::RestoreState(StateRecorder &inStream)
{
inStream.Read(mCurrentGear);
inStream.Read(mClutchFriction);
inStream.Read(mGearSwitchTimeLeft);
inStream.Read(mClutchReleaseTimeLeft);
inStream.Read(mGearSwitchLatencyTimeLeft);
}
JPH_NAMESPACE_END