Files
XCEngine/engine/third_party/physx/snippets/snippetvehiclecustomsuspension/CustomSuspension.h

209 lines
8.6 KiB
C++

// 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.
#pragma once
#include "PxPhysicsAPI.h"
#include "../snippetvehiclecommon/directdrivetrain/DirectDrivetrain.h"
namespace snippetvehicle
{
using namespace physx;
using namespace physx::vehicle2;
struct CustomSuspensionParams
{
PxReal phase;
PxReal frequency;
PxReal amplitude;
};
struct CustomSuspensionState
{
PxReal theta;
PX_FORCE_INLINE void setToDefault()
{
PxMemZero(this, sizeof(CustomSuspensionState));
}
};
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);
class CustomSuspensionComponent : public PxVehicleComponent
{
public:
CustomSuspensionComponent() : PxVehicleComponent() {}
virtual void getDataForCustomSuspensionComponent(
const PxVehicleAxleDescription*& axleDescription,
const PxVehicleRigidBodyParams*& rigidBodyParams,
const PxVehicleSuspensionStateCalculationParams*& suspensionStateCalculationParams,
const PxReal*& steerResponseStates,
const PxVehicleRigidBodyState*& rigidBodyState,
const PxVehicleWheelParams*& wheelParams,
const PxVehicleSuspensionParams*& suspensionParams,
const CustomSuspensionParams*& customSuspensionParams,
const PxVehicleSuspensionComplianceParams*& suspensionComplianceParams,
const PxVehicleSuspensionForceParams*& suspensionForceParams,
const PxVehicleRoadGeometryState*& wheelRoadGeomStates,
PxVehicleSuspensionState*& suspensionStates,
CustomSuspensionState*& customSuspensionStates,
PxVehicleSuspensionComplianceState*& suspensionComplianceStates,
PxVehicleSuspensionForce*& suspensionForces) = 0;
virtual bool update(const PxReal dt, const PxVehicleSimulationContext& context)
{
const PxVehicleAxleDescription* axleDescription;
const PxVehicleRigidBodyParams* rigidBodyParams;
const PxVehicleSuspensionStateCalculationParams* suspensionStateCalculationParams;
const PxReal* steerResponseStates;
const PxVehicleRigidBodyState* rigidBodyState;
const PxVehicleWheelParams* wheelParams;
const PxVehicleSuspensionParams* suspensionParams;
const CustomSuspensionParams* customSuspensionParams;
const PxVehicleSuspensionComplianceParams* suspensionComplianceParams;
const PxVehicleSuspensionForceParams* suspensionForceParams;
const PxVehicleRoadGeometryState* wheelRoadGeomStates;
PxVehicleSuspensionState* suspensionStates;
CustomSuspensionState* customSuspensionStates;
PxVehicleSuspensionComplianceState* suspensionComplianceStates;
PxVehicleSuspensionForce* suspensionForces;
getDataForCustomSuspensionComponent(axleDescription, rigidBodyParams, suspensionStateCalculationParams,
steerResponseStates, rigidBodyState, wheelParams, suspensionParams, customSuspensionParams,
suspensionComplianceParams, suspensionForceParams, wheelRoadGeomStates,
suspensionStates, customSuspensionStates, suspensionComplianceStates, suspensionForces);
for (PxU32 i = 0; i < axleDescription->nbWheels; i++)
{
const PxU32 wheelId = axleDescription->wheelIdsInAxleOrder[i];
//Update the suspension state (jounce, jounce speed)
PxVehicleSuspensionStateUpdate(
wheelParams[wheelId], suspensionParams[wheelId], *suspensionStateCalculationParams,
suspensionForceParams[wheelId].stiffness, suspensionForceParams[wheelId].damping,
steerResponseStates[wheelId], wheelRoadGeomStates[wheelId],
*rigidBodyState,
dt, context.frame, context.gravity,
suspensionStates[wheelId]);
//Update the compliance from the suspension state.
PxVehicleSuspensionComplianceUpdate(
suspensionParams[wheelId], suspensionComplianceParams[wheelId],
suspensionStates[wheelId],
suspensionComplianceStates[wheelId]);
//Compute the suspension force from the suspension and compliance states.
PxVehicleSuspensionForceUpdate(
suspensionParams[wheelId], suspensionForceParams[wheelId],
wheelRoadGeomStates[wheelId], suspensionStates[wheelId],
suspensionComplianceStates[wheelId], *rigidBodyState,
context.gravity, rigidBodyParams->mass,
suspensionForces[wheelId]);
addCustomSuspensionForce(dt,
suspensionParams[wheelId],
customSuspensionParams[wheelId],
wheelRoadGeomStates[wheelId].plane.n, PxVehicleIsWheelOnGround(suspensionStates[wheelId]),
suspensionComplianceStates[wheelId], *rigidBodyState,
suspensionForces[wheelId], customSuspensionStates[wheelId]);
}
return true;
}
};
//
//This class holds the parameters, state and logic needed to implement a vehicle that
//is using a custom component for the suspension logic.
//
//See BaseVehicle for more details on the snippet code design.
//
class CustomSuspensionVehicle
: public DirectDriveVehicle
, public CustomSuspensionComponent
{
public:
bool initialize(PxPhysics& physics, const PxCookingParams& params, PxMaterial& defaultMaterial, bool addPhysXBeginEndComponents = true);
virtual void destroy();
virtual void initComponentSequence(bool addPhysXBeginEndComponents);
virtual void getDataForCustomSuspensionComponent(
const PxVehicleAxleDescription*& axleDescription,
const PxVehicleRigidBodyParams*& rigidBodyParams,
const PxVehicleSuspensionStateCalculationParams*& suspensionStateCalculationParams,
const PxReal*& steerResponseStates,
const PxVehicleRigidBodyState*& rigidBodyState,
const PxVehicleWheelParams*& wheelParams,
const PxVehicleSuspensionParams*& suspensionParams,
const CustomSuspensionParams*& customSuspensionParams,
const PxVehicleSuspensionComplianceParams*& suspensionComplianceParams,
const PxVehicleSuspensionForceParams*& suspensionForceParams,
const PxVehicleRoadGeometryState*& wheelRoadGeomStates,
PxVehicleSuspensionState*& suspensionStates,
CustomSuspensionState*& customSuspensionStates,
PxVehicleSuspensionComplianceState*& suspensionComplianceStates,
PxVehicleSuspensionForce*& suspensionForces)
{
axleDescription = &mBaseParams.axleDescription;
rigidBodyParams = &mBaseParams.rigidBodyParams;
suspensionStateCalculationParams = &mBaseParams.suspensionStateCalculationParams;
steerResponseStates = mBaseState.steerCommandResponseStates;
rigidBodyState = &mBaseState.rigidBodyState;
wheelParams = mBaseParams.wheelParams;
suspensionParams = mBaseParams.suspensionParams;
customSuspensionParams = mCustomSuspensionParams;
suspensionComplianceParams = mBaseParams.suspensionComplianceParams;
suspensionForceParams = mBaseParams.suspensionForceParams;
wheelRoadGeomStates = mBaseState.roadGeomStates;
suspensionStates = mBaseState.suspensionStates;
customSuspensionStates = mCustomSuspensionStates;
suspensionComplianceStates = mBaseState.suspensionComplianceStates;
suspensionForces = mBaseState.suspensionForces;
}
//Parameters and states of the vehicle's custom suspension.
CustomSuspensionParams mCustomSuspensionParams[4];
CustomSuspensionState mCustomSuspensionStates[4];
};
}//namespace snippetvehicle