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XCEngine/engine/third_party/physx/snippets/snippetvehiclecommon/enginedrivetrain/EngineDrivetrain.cpp

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// Redistribution and use in source and binary forms, with or without
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// notice, this list of conditions and the following disclaimer.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
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// 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
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// 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 "EngineDrivetrain.h"
#include "../base/Base.h"
namespace snippetvehicle
{
EngineDrivetrainParams EngineDrivetrainParams::transformAndScale(
const PxVehicleFrame& srcFrame, const PxVehicleFrame& trgFrame, const PxVehicleScale& srcScale, const PxVehicleScale& trgScale) const
{
EngineDrivetrainParams r = *this;
r.autoboxParams = autoboxParams.transformAndScale(srcFrame, trgFrame, srcScale, trgScale);
r.clutchCommandResponseParams = clutchCommandResponseParams.transformAndScale(srcFrame, trgFrame, srcScale, trgScale);
r.engineParams = engineParams.transformAndScale(srcFrame, trgFrame, srcScale, trgScale);
r.gearBoxParams = gearBoxParams.transformAndScale(srcFrame, trgFrame, srcScale, trgScale);
r.fourWheelDifferentialParams = fourWheelDifferentialParams.transformAndScale(srcFrame, trgFrame, srcScale, trgScale);
r.multiWheelDifferentialParams = multiWheelDifferentialParams.transformAndScale(srcFrame, trgFrame, srcScale, trgScale);
r.tankDifferentialParams = tankDifferentialParams.transformAndScale(srcFrame, trgFrame, srcScale, trgScale);
r.clutchParams = clutchParams.transformAndScale(srcFrame, trgFrame, srcScale, trgScale);
return r;
}
bool EngineDriveVehicle::initialize(PxPhysics& physics, const PxCookingParams& params, PxMaterial& defaultMaterial,
Enum differentialTye, bool addPhysXBeginEndComponents)
{
mDifferentialType = differentialTye;
mTransmissionCommandState.setToDefault();
mTankDriveTransmissionCommandState.setToDefault();
if (!PhysXActorVehicle::initialize(physics, params, defaultMaterial))
return false;
if (!mEngineDriveParams.isValid(mBaseParams.axleDescription))
return false;
//Set the drivetrain state to default.
mEngineDriveState.setToDefault();
//Add all the components in sequence that will simulate a vehicle with an engine drive drivetrain.
initComponentSequence(addPhysXBeginEndComponents);
return true;
}
void EngineDriveVehicle::destroy()
{
PhysXActorVehicle::destroy();
}
void EngineDriveVehicle::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<PxVehiclePhysXActorBeginComponent*>(this));
//Read the input commands (throttle, brake, steer, clutch etc) and forward them to the drivetrain and steering mechanism.
//When using automatic transmission, the autobox determines if it wants to begin a gear change. If it does, it will overwrite
//the target gear command and set throttle to 0 internally.
mComponentSequence.add(static_cast<PxVehicleEngineDriveCommandResponseComponent*>(this));
//The differential determines the fraction of available drive torque that will be delivered to each wheel.
switch (mDifferentialType)
{
case eDIFFTYPE_FOURWHEELDRIVE:
mComponentSequence.add(static_cast<PxVehicleFourWheelDriveDifferentialStateComponent*>(this));
break;
case eDIFFTYPE_MULTIWHEELDRIVE:
mComponentSequence.add(static_cast<PxVehicleMultiWheelDriveDifferentialStateComponent*>(this));
break;
case eDIFFTYPE_TANKDRIVE:
mComponentSequence.add(static_cast<PxVehicleTankDriveDifferentialStateComponent*>(this));
break;
default:
PX_ASSERT(false);
break;
}
//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<PxVehicleEngineDriveActuationStateComponent*>(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.
//Record the handle returned by PxVehicleComponentSequence::beginSubstepGroup() because this
//is used later to set the number of substeps for this substep group.
//In this example, we allow the update of the suspensions, tires and wheels multiple times without recalculating
//the plane underneath the wheel. This is useful for stability at low forward speeds and is much cheaper
//than setting a smaller timestep for the whole vehicle.
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<PxVehicleSuspensionComponent*>(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 "sticky" 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));
//Update the rotational speed of the engine and wheels by applying the available drive torque
//to the wheels through the clutch, differential and gears and accounting for the longitudinal
//tire force that is applied to the wheel's angular momentum.
mComponentSequence.add(static_cast<PxVehicleEngineDrivetrainComponent*>(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