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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 "DirectDrivetrain.h" #include "../base/Base.h" namespace snippetvehicle { DirectDrivetrainParams DirectDrivetrainParams::transformAndScale( const PxVehicleFrame& srcFrame, const PxVehicleFrame& trgFrame, const PxVehicleScale& srcScale, const PxVehicleScale& trgScale) const { DirectDrivetrainParams r = *this; r.directDriveThrottleResponseParams = directDriveThrottleResponseParams.transformAndScale(srcFrame, trgFrame, srcScale, trgScale); return r; } bool DirectDriveVehicle::initialize(PxPhysics& physics, const PxCookingParams& params, PxMaterial& defaultMaterial, bool addPhysXBeginEndComponents) { mTransmissionCommandState.setToDefault(); if (!PhysXActorVehicle::initialize(physics, params, defaultMaterial)) return false; if (!mDirectDriveParams.isValid(mBaseParams.axleDescription)) return false; //Set the drivetrain state to default. mDirectDriveState.setToDefault(); //Add all the components in sequence that will simulate a vehicle with a direct drive drivetrain. initComponentSequence(addPhysXBeginEndComponents); return true; } void DirectDriveVehicle::destroy() { PhysXActorVehicle::destroy(); } void DirectDriveVehicle::initComponentSequence(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(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(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(this)); //Perform a scene query against the physx scene to determine the plane and friction under each wheel. mComponentSequence.add(static_cast(this)); //Start a substep group that can be ticked multiple times per update. //In this example, we update the suspensions, tires and wheels 3 times without recalculating //the plane underneath the wheel. This is useful for stability at low forward speeds and is //computationally cheaper than simulating the whole pipeline at a smaller timestep. 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. mComponentSequence.add(static_cast(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(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(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(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(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(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(this)); } }//namespace snippetvehicle