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XCEngine/engine/third_party/physx/snippets/snippetvehiclecustomsuspension/CustomSuspension.cpp

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// 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 NVIDIA CORPORATION 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 ''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,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "CustomSuspension.h"
namespace snippetvehicle
{
void addCustomSuspensionForce
(const PxReal dt,
const PxVehicleSuspensionParams& suspParams,
const CustomSuspensionParams& customParams,
const PxVec3& groundNormal, bool isWheelOnGround, const PxVehicleSuspensionComplianceState& suspComplianceState, const PxVehicleRigidBodyState& rigidBodyState,
PxVehicleSuspensionForce& suspForce, CustomSuspensionState& customState)
{
//Work out the oscillating force magnitude at time t.
const PxF32 magnitude = (1.0f + PxCos(customParams.phase + customState.theta))*0.5f*customParams.amplitude;
//Compute the custom force and torque.
const PxVec3 suspDir = isWheelOnGround ? groundNormal : PxVec3(PxZero);
const PxVec3 customForce = suspDir * magnitude;
const PxVec3 r = rigidBodyState.pose.rotate(suspParams.suspensionAttachment.transform(suspComplianceState.suspForceAppPoint));
const PxVec3 customTorque = r.cross(customForce);
//Increment the phase of the oscillator and clamp it in range (-Pi,Pi)
PxReal theta = customState.theta + 2.0f*PxPi*customParams.frequency*dt;
if (theta > PxPi)
{
theta -= 2.0f*PxPi;
}
else if (theta < -PxPi)
{
theta += 2.0f*PxPi;
}
customState.theta = theta;
//Add the custom force to the standard suspension force.
suspForce.force += customForce;
suspForce.torque += customTorque;
}
bool CustomSuspensionVehicle::initialize(PxPhysics& physics, const PxCookingParams& params, PxMaterial& defaultMaterial, bool addPhysXBeginEndComponents)
{
if (!DirectDriveVehicle::initialize(physics, params, defaultMaterial, addPhysXBeginEndComponents))
return false;
//Set the custom suspension params for all 4 wheels of the vehicle.
{
CustomSuspensionParams frontLeft;
frontLeft.amplitude = 6000.0f*1.25f;
frontLeft.frequency = 2.0f;
frontLeft.phase = 0.0f;
mCustomSuspensionParams[0] = frontLeft;
CustomSuspensionParams frontRight;
frontRight.amplitude = 6000.0f*1.25f;
frontRight.frequency = 2.0f;
frontRight.phase = 0.0f;
mCustomSuspensionParams[1] = frontRight;
CustomSuspensionParams rearLeft;
rearLeft.amplitude = 6000.0f*1.25f;
rearLeft.frequency = 2.0f;
rearLeft.phase = PxPi * 0.5f;
mCustomSuspensionParams[2] = rearLeft;
CustomSuspensionParams rearRight;
rearRight.amplitude = 6000.0f*1.25f;
rearRight.frequency = 2.0f;
rearRight.phase = PxPi * 0.5f;
mCustomSuspensionParams[3] = rearRight;
}
//Initialise the custom suspension state.
mCustomSuspensionStates[0].setToDefault();
mCustomSuspensionStates[1].setToDefault();
mCustomSuspensionStates[2].setToDefault();
mCustomSuspensionStates[3].setToDefault();
return true;
}
void CustomSuspensionVehicle::destroy()
{
DirectDriveVehicle::destroy();
}
void CustomSuspensionVehicle::initComponentSequence(const bool addPhysXBeginEndComponents)
{
//Wake up the associated PxRigidBody if it is asleep and the vehicle commands signal an
//intent to change state.
//Read from the physx actor and write the state (position, velocity etc) to the vehicle.
if(addPhysXBeginEndComponents)
mComponentSequence.add(static_cast<PxVehiclePhysXActorBeginComponent*>(this));
//Read the input commands (throttle, brake etc) and forward them as torques and angles to the wheels on each axle.
mComponentSequence.add(static_cast<PxVehicleDirectDriveCommandResponseComponent*>(this));
//Work out which wheels have a non-zero drive torque and non-zero brake torque.
//This is used to determine if any tire is to enter the "sticky" regime that will bring the
//vehicle to rest.
mComponentSequence.add(static_cast<PxVehicleDirectDriveActuationStateComponent*>(this));
//Perform a scene query against the physx scene to determine the plane and friction under each wheel.
mComponentSequence.add(static_cast<PxVehiclePhysXRoadGeometrySceneQueryComponent*>(this));
//Start a substep group that can be ticked multiple times per update.
//In this example, we perform 3 updates of the suspensions, tires and wheels without recalculating
//the plane underneath the wheel. This is useful for stability at low forward speeds and is
//computationally cheaper than simulating the entire sequence.
mComponentSequenceSubstepGroupHandle = mComponentSequence.beginSubstepGroup(3);
//Update the suspension compression given the plane under each wheel.
//Update the kinematic compliance from the compression state of each suspension.
//Convert suspension state to suspension force and torque.
//Add an additional sinusoidal suspension force that will entice the vehicle to
//perform a kind of mechanical dance.
mComponentSequence.add(static_cast<CustomSuspensionComponent*>(this));
//Compute the load on the tire, the friction experienced by the tire
//and the lateral/longitudinal slip angles.
//Convert load/friction/slip to tire force and torque.
//If the vehicle is to come rest then compute the "sticky" velocity constraints to apply to the
//vehicle.
mComponentSequence.add(static_cast<PxVehicleTireComponent*>(this));
//Apply any velocity constraints to a data buffer that will be consumed by the physx scene
//during the next physx scene update.
mComponentSequence.add(static_cast<PxVehiclePhysXConstraintComponent*>(this));
//Apply the tire force, brake force and drive force to each wheel and
//forward integrate the rotation speed of each wheel.
mComponentSequence.add(static_cast<PxVehicleDirectDrivetrainComponent*>(this));
//Apply the suspension and tire forces to the vehicle's rigid body and forward
//integrate the state of the rigid body.
mComponentSequence.add(static_cast<PxVehicleRigidBodyComponent*>(this));
//Mark the end of the substep group.
mComponentSequence.endSubstepGroup();
//Update the rotation angle of the wheel by forwarding integrating the rotational
//speed of each wheel.
//Compute the local pose of the wheel in the rigid body frame after accounting
//suspension compression and compliance.
mComponentSequence.add(static_cast<PxVehicleWheelComponent*>(this));
//Write the local poses of each wheel to the corresponding shapes on the physx actor.
//Write the momentum change applied to the vehicle's rigid body to the physx actor.
//The physx scene can now try to apply that change to the physx actor.
//The physx scene will account for collisions and constraints to be applied to the vehicle
//that occur by applying the change.
if(addPhysXBeginEndComponents)
mComponentSequence.add(static_cast<PxVehiclePhysXActorEndComponent*>(this));
}
}//namespace snippetvehicle