hkpVehicleFriction.h
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- /*
- *
- * Confidential Information of Telekinesys Research Limited (t/a Havok). Not for disclosure or distribution without Havok's
- * prior written consent. This software contains code, techniques and know-how which is confidential and proprietary to Havok.
- * Level 2 and Level 3 source code contains trade secrets of Havok. Havok Software (C) Copyright 1999-2009 Telekinesys Research Limited t/a Havok. All Rights Reserved. Use of this software is subject to the terms of an end user license agreement.
- *
- */
- #ifndef HK2VEHICLEFRICTION
- #define HK2VEHICLEFRICTION
- #include <Common/Base/hkBase.h>
- // This must be changed bellow in the carrays too
- enum { HK_VEHICLE_FRICTION_N_AXIS = 2 };
- /// Info about the time for our vehicle
- struct hkpVehicleStepInfo
- {
- public:
- HK_DECLARE_NONVIRTUAL_CLASS_ALLOCATOR( HK_MEMORY_CLASS_VEHICLE, hkpVehicleStepInfo );
- float m_deltaTime;
- float m_invDeltaTime;
- };
- extern const hkClass hkpVehicleFrictionDescriptionClass;
- /// The class hkpVehicleFrictionDescription is used by vehicle dynamics as a const description
- /// of how to simulate the friction of a vehicle this class can be initialized using
- /// hkVehicleFrictionDescriptionInitValues()
- struct hkpVehicleFrictionDescription
- {
- HK_DECLARE_REFLECTION();
- HK_DECLARE_NONVIRTUAL_CLASS_ALLOCATOR(HK_MEMORY_CLASS_ACTION, hkpVehicleFrictionDescription);
-
- /// A helper construction info class to fill in the values for a hkpVehicleFrictionDescription.
- /// All values should be specified in chassis local space.
- struct Cinfo
- {
- public:
- HK_DECLARE_NONVIRTUAL_CLASS_ALLOCATOR( HK_MEMORY_CLASS_VEHICLE, hkpVehicleFrictionDescription::Cinfo );
- /// An approximation of the final wheel position of a standing car.
- /// This information is used to calculate some tables for the internal implicit integrator for
- /// the friction clipping.
- /// Note: If in the final game the wheels change position, this internal table can get slightly incorrect.
- /// However the effect is minimal (<1% in normal situations). If you are worried and you want to check the correctness
- /// of this function, you can call hkVehicleFrictionDescriptionInitValues every step with the correct wheel positions.
- /// (On PlayStation(R)2, this could be rather slow).
- hkVector4 m_wheelPosition[2];/*HK_VEHICLE_FRICTION_N_AXIS*/
- hkVector4 m_chassisCenterOfMass;
- hkVector4 m_directionRight;
- hkVector4 m_directionFront;
- hkVector4 m_directionUp;
- hkMatrix3 m_chassisFrictionInertiaInv;
- hkReal m_chassisMassInv;
- /// This is the inertia of the wheel around the axle
- hkReal m_wheelAxleAngularInertia[2];/*HK_VEHICLE_FRICTION_N_AXIS*/
- /// This is the wheels radius
- hkReal m_wheelRadius[2];/*HK_VEHICLE_FRICTION_N_AXIS*/
- /// Equalizes the friction between front and back wheels: If set to 0, realistic behaviour,
- /// if set to 1.0, the system redistributes the wheel down forces to be the down forces of a
- /// non moving, in its resting position car. Values between 0 and 1 interpolate between those values
- hkReal m_frictionEqualizer;
- };
- //
- // Internal use only
- //
- enum { hkFricionEllipseLineSegments = 16 };
- /// Used by the vehicle friction solver as a const description for a certain type of vehicle.
- struct AxisDescription
- {
- HK_DECLARE_NONVIRTUAL_CLASS_ALLOCATOR( HK_MEMORY_CLASS_VEHICLE, hkpVehicleFrictionDescription::AxisDescription );
- HK_DECLARE_REFLECTION();
- //
- // For friction clipping (internal optimization)
- //
- float m_frictionCircleYtab[16];/*hkFricionEllipseLineSegments*/
- float m_xStep;
- float m_xStart;
- // the rotation inertia of the wheel
- hkReal m_wheelSurfaceInertia;
- hkReal m_wheelSurfaceInertiaInv;
- hkReal m_wheelChassisMassRatio;
- hkReal m_wheelRadius;
- hkReal m_wheelRadiusInv;
- // the final wheeldown force will be calculated using the following formulas:
- // wheelDownForce = m_wheelDownForceFactor * wheelDownForce + m_wheelDownForceSumFactor * ( sumOfAllWheelDownForces)
- hkReal m_wheelDownForceFactor;
- hkReal m_wheelDownForceSumFactor;
- };
- hkReal m_wheelDistance;
- hkReal m_chassisMassInv;
- struct AxisDescription m_axleDescr[2];/*HK_VEHICLE_FRICTION_N_AXIS*/
- };
- extern const hkClass hkpVehicleFrictionStatusClass;
- /// This class is used for persistent and export data of the vehicle friction solver
- struct hkpVehicleFrictionStatus
- {
- HK_DECLARE_REFLECTION();
- HK_DECLARE_NONVIRTUAL_CLASS_ALLOCATOR(HK_MEMORY_CLASS_CONSTRAINT, hkpVehicleFrictionStatus);
- struct AxisStatus
- {
- HK_DECLARE_REFLECTION();
- HK_DECLARE_NONVIRTUAL_CLASS_ALLOCATOR(HK_MEMORY_CLASS_CONSTRAINT, AxisStatus);
- //
- // Export data
- //
- hkReal m_forward_slip_velocity; // [m/sec]
- hkReal m_side_slip_velocity; // [m/sec]
- hkReal m_skid_energy_density; // [N]
- hkReal m_side_force; // [N]
-
- //
- // For internal use only
- //
- hkReal m_delayed_forward_impulse; // the to the next PSI delayed forward impulse
- hkReal m_sideRhs;
- hkReal m_forwardRhs;
- //
- // Friction circle
- //
- /// Friction force in sideways direction in the range 0..1 (>1 means the wheel is sliding)
- hkReal m_relativeSideForce;
- /// Friction force in forward direction in the range 0..1 (>1 means the wheel is sliding)
- hkReal m_relativeForwardForce;
- void init()
- {
- m_forward_slip_velocity = 0.0f; // the velocity between a skidding tire and ground
- m_side_slip_velocity = 0.0f;
- m_skid_energy_density = 0.0f; // the energy destroyed in one physical timestep by a skidding tire
- m_side_force = 0.0f;
- m_delayed_forward_impulse = 0.0f;
- m_sideRhs = 0.0f;
- m_forwardRhs = 0.0f;
- m_relativeSideForce = 0.0f;
- m_relativeForwardForce = 0.0f;
- }
- };
-
- struct AxisStatus m_axis[2];/*HK_VEHICLE_FRICTION_N_AXIS*/
- hkpVehicleFrictionStatus()
- {
- m_axis[0].init();
- m_axis[1].init();
- }
- hkpVehicleFrictionStatus( hkFinishLoadedObjectFlag flag )
- {
- // skip initialization of m_axis[0/1]
- }
- };
- #endif //HK2VEHICLEFRICTION
- /*
- * Havok SDK - NO SOURCE PC DOWNLOAD, BUILD(#20090216)
- *
- * Confidential Information of Havok. (C) Copyright 1999-2009
- * Telekinesys Research Limited t/a Havok. All Rights Reserved. The Havok
- * Logo, and the Havok buzzsaw logo are trademarks of Havok. Title, ownership
- * rights, and intellectual property rights in the Havok software remain in
- * Havok and/or its suppliers.
- *
- * Use of this software for evaluation purposes is subject to and indicates
- * acceptance of the End User licence Agreement for this product. A copy of
- * the license is included with this software and is also available at www.havok.com/tryhavok.
- *
- */