/*
* Copyright (c) 2009-2010 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.bullet.objects;
import com.bulletphysics.collision.dispatch.CollisionObject;
import com.bulletphysics.dynamics.vehicle.*;
import com.jme3.bullet.PhysicsSpace;
import com.jme3.bullet.collision.shapes.CollisionShape;
import com.jme3.bullet.util.Converter;
import com.jme3.export.InputCapsule;
import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter;
import com.jme3.export.OutputCapsule;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.debug.Arrow;
import java.io.IOException;
import java.util.ArrayList;
import java.util.Iterator;
/**
* <p>PhysicsVehicleNode - Special PhysicsNode that implements vehicle functions</p>
* <p>
* <i>From bullet manual:</i><br>
* For most vehicle simulations, it is recommended to use the simplified Bullet
* vehicle model as provided in btRaycastVehicle. Instead of simulation each wheel
* and chassis as separate rigid bodies, connected by constraints, it uses a simplified model.
* This simplified model has many benefits, and is widely used in commercial driving games.<br>
* The entire vehicle is represented as a single rigidbody, the chassis.
* The collision detection of the wheels is approximated by ray casts,
* and the tire friction is a basic anisotropic friction model.
* </p>
* @author normenhansen
*/
public class PhysicsVehicle extends PhysicsRigidBody {
protected RaycastVehicle vehicle;
protected VehicleTuning tuning;
protected VehicleRaycaster rayCaster;
protected ArrayList<VehicleWheel> wheels = new ArrayList<VehicleWheel>();
protected PhysicsSpace physicsSpace;
public PhysicsVehicle() {
}
public PhysicsVehicle(CollisionShape shape) {
super(shape);
}
public PhysicsVehicle(CollisionShape shape, float mass) {
super(shape, mass);
}
/**
* used internally
*/
public void updateWheels() {
if (vehicle != null) {
for (int i = 0; i < wheels.size(); i++) {
vehicle.updateWheelTransform(i, true);
wheels.get(i).updatePhysicsState();
}
}
}
/**
* used internally
*/
public void applyWheelTransforms() {
if (wheels != null) {
for (int i = 0; i < wheels.size(); i++) {
wheels.get(i).applyWheelTransform();
}
}
}
@Override
protected void postRebuild() {
super.postRebuild();
if (tuning == null) {
tuning = new VehicleTuning();
}
rBody.setActivationState(CollisionObject.DISABLE_DEACTIVATION);
motionState.setVehicle(this);
if (physicsSpace != null) {
createVehicle(physicsSpace);
}
}
/**
* Used internally, creates the actual vehicle constraint when vehicle is added to phyicsspace
*/
public void createVehicle(PhysicsSpace space) {
physicsSpace = space;
if (space == null) {
return;
}
rayCaster = new DefaultVehicleRaycaster(space.getDynamicsWorld());
vehicle = new RaycastVehicle(tuning, rBody, rayCaster);
vehicle.setCoordinateSystem(0, 1, 2);
for (VehicleWheel wheel : wheels) {
wheel.setWheelInfo(vehicle.addWheel(Converter.convert(wheel.getLocation()), Converter.convert(wheel.getDirection()), Converter.convert(wheel.getAxle()),
wheel.getRestLength(), wheel.getRadius(), tuning, wheel.isFrontWheel()));
}
}
/**
* Add a wheel to this vehicle
* @param connectionPoint The starting point of the ray, where the suspension connects to the chassis (chassis space)
* @param direction the direction of the wheel (should be -Y / 0,-1,0 for a normal car)
* @param axle The axis of the wheel, pointing right in vehicle direction (should be -X / -1,0,0 for a normal car)
* @param suspensionRestLength The current length of the suspension (metres)
* @param wheelRadius the wheel radius
* @param isFrontWheel sets if this wheel is a front wheel (steering)
* @return the PhysicsVehicleWheel object to get/set infos on the wheel
*/
public VehicleWheel addWheel(Vector3f connectionPoint, Vector3f direction, Vector3f axle, float suspensionRestLength, float wheelRadius, boolean isFrontWheel) {
return addWheel(null, connectionPoint, direction, axle, suspensionRestLength, wheelRadius, isFrontWheel);
}
/**
* Add a wheel to this vehicle
* @param spat the wheel Geometry
* @param connectionPoint The starting point of the ray, where the suspension connects to the chassis (chassis space)
* @param direction the direction of the wheel (should be -Y / 0,-1,0 for a normal car)
* @param axle The axis of the wheel, pointing right in vehicle direction (should be -X / -1,0,0 for a normal car)
* @param suspensionRestLength The current length of the suspension (metres)
* @param wheelRadius the wheel radius
* @param isFrontWheel sets if this wheel is a front wheel (steering)
* @return the PhysicsVehicleWheel object to get/set infos on the wheel
*/
public VehicleWheel addWheel(Spatial spat, Vector3f connectionPoint, Vector3f direction, Vector3f axle, float suspensionRestLength, float wheelRadius, boolean isFrontWheel) {
VehicleWheel wheel = null;
if (spat == null) {
wheel = new VehicleWheel(connectionPoint, direction, axle, suspensionRestLength, wheelRadius, isFrontWheel);
} else {
wheel = new VehicleWheel(spat, connectionPoint, direction, axle, suspensionRestLength, wheelRadius, isFrontWheel);
}
if (vehicle != null) {
WheelInfo info = vehicle.addWheel(Converter.convert(connectionPoint), Converter.convert(direction), Converter.convert(axle),
suspensionRestLength, wheelRadius, tuning, isFrontWheel);
wheel.setWheelInfo(info);
}
wheel.setFrictionSlip(tuning.frictionSlip);
wheel.setMaxSuspensionTravelCm(tuning.maxSuspensionTravelCm);
wheel.setSuspensionStiffness(tuning.suspensionStiffness);
wheel.setWheelsDampingCompression(tuning.suspensionCompression);
wheel.setWheelsDampingRelaxation(tuning.suspensionDamping);
wheel.setMaxSuspensionForce(tuning.maxSuspensionForce);
wheels.add(wheel);
if (debugShape != null) {
detachDebugShape();
}
// updateDebugShape();
return wheel;
}
/**
* This rebuilds the vehicle as there is no way in bullet to remove a wheel.
* @param wheel
*/
public void removeWheel(int wheel) {
wheels.remove(wheel);
rebuildRigidBody();
// updateDebugShape();
}
/**
* You can get access to the single wheels via this method.
* @param wheel the wheel index
* @return the WheelInfo of the selected wheel
*/
public VehicleWheel getWheel(int wheel) {
return wheels.get(wheel);
}
public int getNumWheels() {
return wheels.size();
}
/**
* @return the frictionSlip
*/
public float getFrictionSlip() {
return tuning.frictionSlip;
}
/**
* Use before adding wheels, this is the default used when adding wheels.
* After adding the wheel, use direct wheel access.<br>
* The coefficient of friction between the tyre and the ground.
* Should be about 0.8 for realistic cars, but can increased for better handling.
* Set large (10000.0) for kart racers
* @param frictionSlip the frictionSlip to set
*/
public void setFrictionSlip(float frictionSlip) {
tuning.frictionSlip = frictionSlip;
}
/**
* The coefficient of friction between the tyre and the ground.
* Should be about 0.8 for realistic cars, but can increased for better handling.
* Set large (10000.0) for kart racers
* @param wheel
* @param frictionSlip
*/
public void setFrictionSlip(int wheel, float frictionSlip) {
wheels.get(wheel).setFrictionSlip(frictionSlip);
}
/**
* Reduces the rolling torque applied from the wheels that cause the vehicle to roll over.
* This is a bit of a hack, but it's quite effective. 0.0 = no roll, 1.0 = physical behaviour.
* If m_frictionSlip is too high, you'll need to reduce this to stop the vehicle rolling over.
* You should also try lowering the vehicle's centre of mass
*/
public void setRollInfluence(int wheel, float rollInfluence) {
wheels.get(wheel).setRollInfluence(rollInfluence);
}
/**
* @return the maxSuspensionTravelCm
*/
public float getMaxSuspensionTravelCm() {
return tuning.maxSuspensionTravelCm;
}
/**
* Use before adding wheels, this is the default used when adding wheels.
* After adding the wheel, use direct wheel access.<br>
* The maximum distance the suspension can be compressed (centimetres)
* @param maxSuspensionTravelCm the maxSuspensionTravelCm to set
*/
public void setMaxSuspensionTravelCm(float maxSuspensionTravelCm) {
tuning.maxSuspensionTravelCm = maxSuspensionTravelCm;
}
/**
* The maximum distance the suspension can be compressed (centimetres)
* @param wheel
* @param maxSuspensionTravelCm
*/
public void setMaxSuspensionTravelCm(int wheel, float maxSuspensionTravelCm) {
wheels.get(wheel).setMaxSuspensionTravelCm(maxSuspensionTravelCm);
}
public float getMaxSuspensionForce() {
return tuning.maxSuspensionForce;
}
/**
* This vaue caps the maximum suspension force, raise this above the default 6000 if your suspension cannot
* handle the weight of your vehcile.
* @param maxSuspensionForce
*/
public void setMaxSuspensionForce(float maxSuspensionForce) {
tuning.maxSuspensionForce = maxSuspensionForce;
}
/**
* This vaue caps the maximum suspension force, raise this above the default 6000 if your suspension cannot
* handle the weight of your vehcile.
* @param wheel
* @param maxSuspensionForce
*/
public void setMaxSuspensionForce(int wheel, float maxSuspensionForce) {
wheels.get(wheel).setMaxSuspensionForce(maxSuspensionForce);
}
/**
* @return the suspensionCompression
*/
public float getSuspensionCompression() {
return tuning.suspensionCompression;
}
/**
* Use before adding wheels, this is the default used when adding wheels.
* After adding the wheel, use direct wheel access.<br>
* The damping coefficient for when the suspension is compressed.
* Set to k * 2.0 * FastMath.sqrt(m_suspensionStiffness) so k is proportional to critical damping.<br>
* k = 0.0 undamped & bouncy, k = 1.0 critical damping<br>
* 0.1 to 0.3 are good values
* @param suspensionCompression the suspensionCompression to set
*/
public void setSuspensionCompression(float suspensionCompression) {
tuning.suspensionCompression = suspensionCompression;
}
/**
* The damping coefficient for when the suspension is compressed.
* Set to k * 2.0 * FastMath.sqrt(m_suspensionStiffness) so k is proportional to critical damping.<br>
* k = 0.0 undamped & bouncy, k = 1.0 critical damping<br>
* 0.1 to 0.3 are good values
* @param wheel
* @param suspensionCompression
*/
public void setSuspensionCompression(int wheel, float suspensionCompression) {
wheels.get(wheel).setWheelsDampingCompression(suspensionCompression);
}
/**
* @return the suspensionDamping
*/
public float getSuspensionDamping() {
return tuning.suspensionDamping;
}
/**
* Use before adding wheels, this is the default used when adding wheels.
* After adding the wheel, use direct wheel access.<br>
* The damping coefficient for when the suspension is expanding.
* See the comments for setSuspensionCompression for how to set k.
* @param suspensionDamping the suspensionDamping to set
*/
public void setSuspensionDamping(float suspensionDamping) {
tuning.suspensionDamping = suspensionDamping;
}
/**
* The damping coefficient for when the suspension is expanding.
* See the comments for setSuspensionCompression for how to set k.
* @param wheel
* @param suspensionDamping
*/
public void setSuspensionDamping(int wheel, float suspensionDamping) {
wheels.get(wheel).setWheelsDampingRelaxation(suspensionDamping);
}
/**
* @return the suspensionStiffness
*/
public float getSuspensionStiffness() {
return tuning.suspensionStiffness;
}
/**
* Use before adding wheels, this is the default used when adding wheels.
* After adding the wheel, use direct wheel access.<br>
* The stiffness constant for the suspension. 10.0 - Offroad buggy, 50.0 - Sports car, 200.0 - F1 Car
* @param suspensionStiffness
*/
public void setSuspensionStiffness(float suspensionStiffness) {
tuning.suspensionStiffness = suspensionStiffness;
}
/**
* The stiffness constant for the suspension. 10.0 - Offroad buggy, 50.0 - Sports car, 200.0 - F1 Car
* @param wheel
* @param suspensionStiffness
*/
public void setSuspensionStiffness(int wheel, float suspensionStiffness) {
wheels.get(wheel).setSuspensionStiffness(suspensionStiffness);
}
/**
* Reset the suspension
*/
public void resetSuspension() {
vehicle.resetSuspension();
}
/**
* Apply the given engine force to all wheels, works continuously
* @param force the force
*/
public void accelerate(float force) {
for (int i = 0; i < wheels.size(); i++) {
vehicle.applyEngineForce(force, i);
}
}
/**
* Apply the given engine force, works continuously
* @param wheel the wheel to apply the force on
* @param force the force
*/
public void accelerate(int wheel, float force) {
vehicle.applyEngineForce(force, wheel);
}
/**
* Set the given steering value to all front wheels (0 = forward)
* @param value the steering angle of the front wheels (Pi = 360deg)
*/
public void steer(float value) {
for (int i = 0; i < wheels.size(); i++) {
if (getWheel(i).isFrontWheel()) {
vehicle.setSteeringValue(value, i);
}
}
}
/**
* Set the given steering value to the given wheel (0 = forward)
* @param wheel the wheel to set the steering on
* @param value the steering angle of the front wheels (Pi = 360deg)
*/
public void steer(int wheel, float value) {
vehicle.setSteeringValue(value, wheel);
}
/**
* Apply the given brake force to all wheels, works continuously
* @param force the force
*/
public void brake(float force) {
for (int i = 0; i < wheels.size(); i++) {
vehicle.setBrake(force, i);
}
}
/**
* Apply the given brake force, works continuously
* @param wheel the wheel to apply the force on
* @param force the force
*/
public void brake(int wheel, float force) {
vehicle.setBrake(force, wheel);
}
/**
* Get the current speed of the vehicle in km/h
* @return
*/
public float getCurrentVehicleSpeedKmHour() {
return vehicle.getCurrentSpeedKmHour();
}
/**
* Get the current forward vector of the vehicle in world coordinates
* @param vector
* @return
*/
public Vector3f getForwardVector(Vector3f vector) {
if (vector == null) {
vector = new Vector3f();
}
vehicle.getForwardVector(tempVec);
Converter.convert(tempVec, vector);
return vector;
}
/**
* used internally
*/
public RaycastVehicle getVehicleId() {
return vehicle;
}
@Override
public void destroy() {
super.destroy();
}
@Override
protected Spatial getDebugShape() {
Spatial shape = super.getDebugShape();
Node node = null;
if (shape instanceof Node) {
node = (Node) shape;
} else {
node = new Node("DebugShapeNode");
node.attachChild(shape);
}
int i = 0;
for (Iterator<VehicleWheel> it = wheels.iterator(); it.hasNext();) {
VehicleWheel physicsVehicleWheel = it.next();
Vector3f location = physicsVehicleWheel.getLocation().clone();
Vector3f direction = physicsVehicleWheel.getDirection().clone();
Vector3f axle = physicsVehicleWheel.getAxle().clone();
float restLength = physicsVehicleWheel.getRestLength();
float radius = physicsVehicleWheel.getRadius();
Arrow locArrow = new Arrow(location);
Arrow axleArrow = new Arrow(axle.normalizeLocal().multLocal(0.3f));
Arrow wheelArrow = new Arrow(direction.normalizeLocal().multLocal(radius));
Arrow dirArrow = new Arrow(direction.normalizeLocal().multLocal(restLength));
Geometry locGeom = new Geometry("WheelLocationDebugShape" + i, locArrow);
Geometry dirGeom = new Geometry("WheelDirectionDebugShape" + i, dirArrow);
Geometry axleGeom = new Geometry("WheelAxleDebugShape" + i, axleArrow);
Geometry wheelGeom = new Geometry("WheelRadiusDebugShape" + i, wheelArrow);
dirGeom.setLocalTranslation(location);
axleGeom.setLocalTranslation(location.add(direction));
wheelGeom.setLocalTranslation(location.add(direction));
locGeom.setMaterial(debugMaterialGreen);
dirGeom.setMaterial(debugMaterialGreen);
axleGeom.setMaterial(debugMaterialGreen);
wheelGeom.setMaterial(debugMaterialGreen);
node.attachChild(locGeom);
node.attachChild(dirGeom);
node.attachChild(axleGeom);
node.attachChild(wheelGeom);
i++;
}
return node;
}
@Override
public void read(JmeImporter im) throws IOException {
InputCapsule capsule = im.getCapsule(this);
tuning = new VehicleTuning();
tuning.frictionSlip = capsule.readFloat("frictionSlip", 10.5f);
tuning.maxSuspensionTravelCm = capsule.readFloat("maxSuspensionTravelCm", 500f);
tuning.maxSuspensionForce = capsule.readFloat("maxSuspensionForce", 6000f);
tuning.suspensionCompression = capsule.readFloat("suspensionCompression", 0.83f);
tuning.suspensionDamping = capsule.readFloat("suspensionDamping", 0.88f);
tuning.suspensionStiffness = capsule.readFloat("suspensionStiffness", 5.88f);
wheels = capsule.readSavableArrayList("wheelsList", new ArrayList<VehicleWheel>());
motionState.setVehicle(this);
super.read(im);
}
@Override
public void write(JmeExporter ex) throws IOException {
OutputCapsule capsule = ex.getCapsule(this);
capsule.write(tuning.frictionSlip, "frictionSlip", 10.5f);
capsule.write(tuning.maxSuspensionTravelCm, "maxSuspensionTravelCm", 500f);
capsule.write(tuning.maxSuspensionForce, "maxSuspensionForce", 6000f);
capsule.write(tuning.suspensionCompression, "suspensionCompression", 0.83f);
capsule.write(tuning.suspensionDamping, "suspensionDamping", 0.88f);
capsule.write(tuning.suspensionStiffness, "suspensionStiffness", 5.88f);
capsule.writeSavableArrayList(wheels, "wheelsList", new ArrayList<VehicleWheel>());
super.write(ex);
}
}