Codestyle fixes #2192
This commit is contained in:
@@ -43,7 +43,7 @@ WheeledVehicle::DriveControlSettings WheeledVehicle::GetDriveControl() const
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return _driveControl;
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}
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void WheeledVehicle::SetDriveControl(DriveControlSettings& value)
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void WheeledVehicle::SetDriveControl(DriveControlSettings value)
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{
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value.RiseRateAcceleration = Math::Max(value.RiseRateAcceleration, 0.01f);
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value.RiseRateBrake = Math::Max(value.RiseRateBrake, 0.01f);
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@@ -58,28 +58,29 @@ void WheeledVehicle::SetDriveControl(DriveControlSettings& value)
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// Don't let have an invalid steer vs speed list.
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if (value.SteerVsSpeed.Count() < 1)
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value.SteerVsSpeed.Add(WheeledVehicle::SteerControl());
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else // physx backend requires the max of 4 values only
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else // PhysX backend requires the max of 4 values only
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while (value.SteerVsSpeed.Count() > 4)
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value.SteerVsSpeed.RemoveLast();
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// Maintain all values clamped to have a ordened speed list
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int steerVsSpeedCount = value.SteerVsSpeed.Count();
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for (int i = 0; i < steerVsSpeedCount; i++)
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// Maintain all values clamped to have an ordered speed list
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const int32 steerVsSpeedCount = value.SteerVsSpeed.Count();
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for (int32 i = 0; i < steerVsSpeedCount; i++)
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{
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// Apply only on changed value
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if (_driveControl.SteerVsSpeed[i].Speed != value.SteerVsSpeed[i].Speed || _driveControl.SteerVsSpeed[i].Steer != value.SteerVsSpeed[i].Steer)
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if (Math::NotNearEqual(_driveControl.SteerVsSpeed[i].Speed, value.SteerVsSpeed[i].Speed) ||
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Math::NotNearEqual(_driveControl.SteerVsSpeed[i].Steer, value.SteerVsSpeed[i].Steer))
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{
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WheeledVehicle::SteerControl& steerVsSpeed = value.SteerVsSpeed[i];
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SteerControl& steerVsSpeed = value.SteerVsSpeed[i];
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steerVsSpeed.Steer = Math::Saturate(steerVsSpeed.Steer);
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steerVsSpeed.Speed = Math::Max(steerVsSpeed.Speed, 10.0f);
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// Clamp speeds to have an ordened list.
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// Clamp speeds to have an ordered list
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if (i >= 1)
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{
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WheeledVehicle::SteerControl& lastSteerVsSpeed = value.SteerVsSpeed[i - 1];
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WheeledVehicle::SteerControl& nextSteerVsSpeed = value.SteerVsSpeed[Math::Clamp(i + 1, 0, steerVsSpeedCount - 1)];
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float minSpeed = lastSteerVsSpeed.Speed;
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float maxSpeed = nextSteerVsSpeed.Speed;
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const SteerControl& lastSteerVsSpeed = value.SteerVsSpeed[i - 1];
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const SteerControl& nextSteerVsSpeed = value.SteerVsSpeed[Math::Clamp(i + 1, 0, steerVsSpeedCount - 1)];
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const float minSpeed = lastSteerVsSpeed.Speed;
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const float maxSpeed = nextSteerVsSpeed.Speed;
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if (i + 1 < steerVsSpeedCount - 1)
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steerVsSpeed.Speed = Math::Clamp(steerVsSpeed.Speed, minSpeed, maxSpeed);
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@@ -88,7 +89,7 @@ void WheeledVehicle::SetDriveControl(DriveControlSettings& value)
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}
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else if (steerVsSpeedCount > 1)
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{
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WheeledVehicle::SteerControl& nextSteerVsSpeed = value.SteerVsSpeed[i + 1];
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const SteerControl& nextSteerVsSpeed = value.SteerVsSpeed[i + 1];
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steerVsSpeed.Speed = Math::Min(steerVsSpeed.Speed, nextSteerVsSpeed.Speed);
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}
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}
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@@ -108,7 +109,8 @@ void WheeledVehicle::SetWheels(const Array<Wheel>& value)
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{
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auto& oldWheel = _wheels.Get()[wheelIndex];
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auto& newWheel = value.Get()[wheelIndex];
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if (Math::NotNearEqual(oldWheel.SuspensionForceOffset, newWheel.SuspensionForceOffset) || oldWheel.Collider != newWheel.Collider)
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if (Math::NotNearEqual(oldWheel.SuspensionForceOffset, newWheel.SuspensionForceOffset) ||
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oldWheel.Collider != newWheel.Collider)
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{
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softUpdate = false;
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break;
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@@ -321,7 +323,7 @@ void WheeledVehicle::Setup()
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return;
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// Release previous
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void *scene = GetPhysicsScene()->GetPhysicsScene();
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void* scene = GetPhysicsScene()->GetPhysicsScene();
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if (_vehicle)
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{
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PhysicsBackend::RemoveVehicle(scene, this);
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@@ -414,21 +416,20 @@ void WheeledVehicle::OnDebugDrawSelected()
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}
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}
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// Draw anti roll bars axes
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int wheelsCount = _wheels.Count();
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for (int i = 0; i < GetAntiRollBars().Count(); i++)
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// Anti roll bars axes
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const int32 wheelsCount = _wheels.Count();
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for (int32 i = 0; i < GetAntiRollBars().Count(); i++)
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{
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int axleIndex = GetAntiRollBars()[i].Axle;
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int leftWheelIndex = axleIndex * 2;
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int rightWheelIndex = leftWheelIndex + 1;
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const int32 axleIndex = GetAntiRollBars()[i].Axle;
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const int32 leftWheelIndex = axleIndex * 2;
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const int32 rightWheelIndex = leftWheelIndex + 1;
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if (leftWheelIndex >= wheelsCount || rightWheelIndex >= wheelsCount)
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continue;
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if (!_wheels[leftWheelIndex].Collider || !_wheels[rightWheelIndex].Collider)
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continue;
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DEBUG_DRAW_LINE(_wheels[leftWheelIndex].Collider->GetPosition(), _wheels[rightWheelIndex].Collider->GetPosition(), Color::Yellow, 0, false);
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}
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// Center of mass
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DEBUG_DRAW_WIRE_SPHERE(BoundingSphere(_transform.LocalToWorld(_centerOfMassOffset), 10.0f), Color::Blue, 0, false);
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@@ -437,7 +438,7 @@ void WheeledVehicle::OnDebugDrawSelected()
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#endif
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void WheeledVehicle::Serialize(SerializeStream& stream, const void *otherObj)
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void WheeledVehicle::Serialize(SerializeStream& stream, const void* otherObj)
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{
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RigidBody::Serialize(stream, otherObj);
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@@ -454,7 +455,7 @@ void WheeledVehicle::Serialize(SerializeStream& stream, const void *otherObj)
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SERIALIZE_MEMBER(AntiRollBars, _antiRollBars);
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}
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void WheeledVehicle::Deserialize(DeserializeStream& stream, ISerializeModifier *modifier)
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void WheeledVehicle::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
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{
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RigidBody::Deserialize(stream, modifier);
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@@ -472,7 +473,7 @@ void WheeledVehicle::Deserialize(DeserializeStream& stream, ISerializeModifier *
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_fixInvalidForwardDir |= modifier->EngineBuild < 6341;
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}
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void WheeledVehicle::OnColliderChanged(Collider *c)
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void WheeledVehicle::OnColliderChanged(Collider* c)
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{
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RigidBody::OnColliderChanged(c);
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@@ -495,7 +496,7 @@ void WheeledVehicle::OnActiveInTreeChanged()
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Setup();
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}
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void WheeledVehicle::OnPhysicsSceneChanged(PhysicsScene *previous)
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void WheeledVehicle::OnPhysicsSceneChanged(PhysicsScene* previous)
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{
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RigidBody::OnPhysicsSceneChanged(previous);
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@@ -518,10 +519,9 @@ void WheeledVehicle::OnTransformChanged()
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// Transform all vehicle children around the vehicle origin to fix the vehicle facing direction
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const Quaternion rotationDelta(0.0f, -0.7071068f, 0.0f, 0.7071068f);
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const Vector3 origin = GetPosition();
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for (Actor *child : Children)
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for (Actor* child : Children)
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{
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Transform trans = child->GetTransform();
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;
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const Vector3 pivotOffset = trans.Translation - origin;
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if (pivotOffset.IsZero())
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{
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@@ -541,7 +541,7 @@ void WheeledVehicle::OnTransformChanged()
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}
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}
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void WheeledVehicle::BeginPlay(SceneBeginData *data)
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void WheeledVehicle::BeginPlay(SceneBeginData* data)
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{
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RigidBody::BeginPlay(data);
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@@ -550,14 +550,14 @@ void WheeledVehicle::BeginPlay(SceneBeginData *data)
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#endif
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#if USE_EDITOR
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GetSceneRendering()->AddPhysicsDebug<WheeledVehicle,& WheeledVehicle::DrawPhysicsDebug>(this);
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GetSceneRendering()->AddPhysicsDebug<WheeledVehicle, &WheeledVehicle::DrawPhysicsDebug>(this);
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#endif
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}
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void WheeledVehicle::EndPlay()
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{
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#if USE_EDITOR
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GetSceneRendering()->RemovePhysicsDebug<WheeledVehicle,& WheeledVehicle::DrawPhysicsDebug>(this);
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GetSceneRendering()->RemovePhysicsDebug<WheeledVehicle, &WheeledVehicle::DrawPhysicsDebug>(this);
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#endif
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#if WITH_VEHICLE
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@@ -29,16 +29,16 @@ API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Wheeled Vehicle\"), ActorTo
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// Tank Drive. Can have more than 4 wheel. Not use steer, control acceleration for each tank track.
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Tank,
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};
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/// <summary>
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/// Vehicle driving types.
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/// Used only on tanks to specify the drive mode.
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/// Vehicle driving types. Used only on tanks to specify the drive mode.
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/// </summary>
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API_ENUM() enum class DriveModes
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{
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// Drive turning the vehicle using only one track
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// Drive turning the vehicle using only one track.
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Standard,
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// Drive turning the vehicle using all tracks inverse direction.
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Special
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Special,
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};
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/// <summary>
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@@ -52,21 +52,14 @@ API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Wheeled Vehicle\"), ActorTo
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/// <summary>
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/// The vehicle speed.
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/// </summary>
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API_FIELD(Attributes = "Limit(0)") float Speed;
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API_FIELD(Attributes = "Limit(0)") float Speed = 1000;
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/// <summary>
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/// The target max steer of the speed.
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/// </summary>
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API_FIELD(Attributes = "Limit(0, 1)") float Steer;
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API_FIELD(Attributes = "Limit(0, 1)") float Steer = 1;
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/// <summary>
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/// Create a Steer/Speed relationship structure.
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/// </summary>
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SteerControl()
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{
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Speed = 1000;
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Steer = 1;
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}
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SteerControl() = default;
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/// <summary>
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/// Create a Steer/Speed relationship structure.
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@@ -177,8 +170,7 @@ API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Wheeled Vehicle\"), ActorTo
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API_FIELD(Attributes="EditorOrder(17)") float FallRateSteer = 5.0f;
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/// <summary>
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/// Vehicle control relationship between speed and steer. The higher is the speed,
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/// decrease steer to make vehicle more maneuverable (limited only 4 relationships).
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/// Vehicle control relationship between speed and steer. The higher is the speed, decrease steer to make vehicle more maneuverable (limited only 4 relationships).
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/// </summary>
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API_FIELD() Array<WheeledVehicle::SteerControl> SteerVsSpeed = Array<WheeledVehicle::SteerControl>
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{
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@@ -249,7 +241,7 @@ API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Wheeled Vehicle\"), ActorTo
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/// <summary>
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/// Number of gears to move to forward
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/// </summary>
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API_FIELD(Attributes = "Limit(1, 30)") int ForwardGearsRatios = 5;
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API_FIELD(Attributes = "Limit(1, 30)") int32 ForwardGearsRatios = 5;
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/// <summary>
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/// Time it takes to switch gear. Specified in seconds (s).
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@@ -429,7 +421,7 @@ API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Wheeled Vehicle\"), ActorTo
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/// <summary>
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/// The specific axle with wheels to apply anti roll.
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/// </summary>
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API_FIELD() int Axle;
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API_FIELD() int32 Axle;
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/// <summary>
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/// The anti roll stiffness.
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@@ -449,8 +441,8 @@ private:
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DriveTypes _driveType = DriveTypes::Drive4W, _driveTypeCurrent;
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Array<WheelData, FixedAllocation<20>> _wheelsData;
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float _throttle = 0.0f, _steering = 0.0f, _brake = 0.0f, _handBrake = 0.0f, _tankLeftThrottle = 0.0f, _tankRightThrottle = 0.0f, _tankLeftBrake = 0.0f, _tankRightBrake = 0.0f;
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Array<WheeledVehicle::Wheel> _wheels;
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Array<WheeledVehicle::AntiRollBar> _antiRollBars;
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Array<Wheel> _wheels;
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Array<AntiRollBar> _antiRollBars;
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DriveControlSettings _driveControl;
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EngineSettings _engine;
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DifferentialSettings _differential;
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@@ -494,7 +486,7 @@ public:
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/// <summary>
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/// Sets the vehicle drive control settings.
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/// </summary>
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API_PROPERTY() void SetDriveControl(DriveControlSettings& value);
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API_PROPERTY() void SetDriveControl(DriveControlSettings value);
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/// <summary>
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/// Sets the vehicle wheels settings.
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@@ -532,7 +524,7 @@ public:
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API_PROPERTY() void SetGearbox(const GearboxSettings& value);
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// <summary>
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/// Sets axles anti roll bars to increase vehicle estability.
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/// Sets axles anti roll bars to increase vehicle stability.
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/// </summary>
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API_PROPERTY() void SetAntiRollBars(const Array<AntiRollBar>& value);
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@@ -59,6 +59,7 @@
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#if WITH_PVD
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#include <ThirdParty/PhysX/pvd/PxPvd.h>
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#endif
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// Temporary memory size used by the PhysX during the simulation. Must be multiply of 4kB and 16bit aligned.
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#define PHYSX_SCRATCH_BLOCK_SIZE (1024 * 128)
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@@ -975,6 +976,7 @@ void PhysicalMaterial::UpdatePhysicsMaterial()
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bool CollisionCooking::CookConvexMesh(CookingInput& input, BytesContainer& output)
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{
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PROFILE_CPU();
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ENSURE_CAN_COOK;
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if (input.VertexCount == 0)
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LOG(Warning, "Empty mesh data for collision cooking.");
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@@ -1018,6 +1020,7 @@ bool CollisionCooking::CookConvexMesh(CookingInput& input, BytesContainer& outpu
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bool CollisionCooking::CookTriangleMesh(CookingInput& input, BytesContainer& output)
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{
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PROFILE_CPU();
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ENSURE_CAN_COOK;
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if (input.VertexCount == 0 || input.IndexCount == 0)
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LOG(Warning, "Empty mesh data for collision cooking.");
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@@ -1052,6 +1055,7 @@ bool CollisionCooking::CookTriangleMesh(CookingInput& input, BytesContainer& out
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bool CollisionCooking::CookHeightField(int32 cols, int32 rows, const PhysicsBackend::HeightFieldSample* data, WriteStream& stream)
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{
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PROFILE_CPU();
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ENSURE_CAN_COOK;
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PxHeightFieldDesc heightFieldDesc;
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@@ -1444,45 +1448,45 @@ void PhysicsBackend::EndSimulateScene(void* scene)
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const float breakThreshold = 8.0f;
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const float forwardSpeed = wheelVehicle->GetForwardSpeed();
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int currentGear = wheelVehicle->GetCurrentGear();
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// Tank tracks direction: 1 forward -1 backward 0 neutral
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// Tank tracks direction: 1 forward -1 backward 0 neutral
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bool toForward = false;
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toForward |= throttle > deadZone;
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toForward |= (leftThrottle > deadZone) && (rightThrottle > deadZone); // 1 1
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toForward |= (leftThrottle > deadZone) && (rightThrottle > deadZone); // 1 1
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bool toBackward = false;
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toBackward |= throttle < -deadZone;
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toBackward |= (leftThrottle < -deadZone) && (rightThrottle < -deadZone); // -1 -1
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toBackward |= (leftThrottle < -deadZone) && (rightThrottle < deadZone); // -1 0
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toBackward |= (leftThrottle < deadZone) && (rightThrottle < -deadZone); // 0 -1
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toBackward |= (leftThrottle < -deadZone) && (rightThrottle < -deadZone); // -1 -1
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toBackward |= (leftThrottle < -deadZone) && (rightThrottle < deadZone); // -1 0
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toBackward |= (leftThrottle < deadZone) && (rightThrottle < -deadZone); // 0 -1
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bool isTankTurning = false;
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if (isTank)
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{
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isTankTurning |= leftThrottle > deadZone && rightThrottle < -deadZone; // 1 -1
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isTankTurning |= leftThrottle < -deadZone && rightThrottle > deadZone; // -1 1
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isTankTurning |= leftThrottle < deadZone && rightThrottle > deadZone; // 0 1
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isTankTurning |= leftThrottle > deadZone && rightThrottle < deadZone; // 1 0
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isTankTurning |= leftThrottle < -deadZone && rightThrottle < deadZone; // -1 0
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isTankTurning |= leftThrottle < deadZone && rightThrottle < -deadZone; // 0 -1
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{
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isTankTurning |= leftThrottle > deadZone && rightThrottle < -deadZone; // 1 -1
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isTankTurning |= leftThrottle < -deadZone && rightThrottle > deadZone; // -1 1
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isTankTurning |= leftThrottle < deadZone && rightThrottle > deadZone; // 0 1
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isTankTurning |= leftThrottle > deadZone && rightThrottle < deadZone; // 1 0
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isTankTurning |= leftThrottle < -deadZone && rightThrottle < deadZone; // -1 0
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isTankTurning |= leftThrottle < deadZone && rightThrottle < -deadZone; // 0 -1
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if (toForward || toBackward)
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{
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isTankTurning = false;
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}
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}
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// Automatic gear change when changing driving direction
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if (Math::Abs(forwardSpeed) < invalidDirectionThreshold)
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{
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int targetGear = wheelVehicle->GetTargetGear();
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int targetGear = wheelVehicle->GetTargetGear();
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if (toBackward && currentGear > 0 && targetGear >= 0)
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{
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currentGear = -1;
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}
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else if (!toBackward && currentGear <= 0 && targetGear <= 0)
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{
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currentGear = 1;
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currentGear = 1;
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}
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else if (isTankTurning && currentGear <= 0)
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{
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@@ -1565,24 +1569,25 @@ void PhysicsBackend::EndSimulateScene(void* scene)
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leftBrake = 1.0f;
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}
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// Smooth input controls
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// Smooth input controls
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// @formatter:off
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PxVehiclePadSmoothingData padSmoothing =
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{
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{
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{
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wheelVehicle->_driveControl.RiseRateAcceleration, // rise rate eANALOG_INPUT_ACCEL
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wheelVehicle->_driveControl.RiseRateBrake, // rise rate eANALOG_INPUT_BRAKE
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wheelVehicle->_driveControl.RiseRateHandBrake, // rise rate eANALOG_INPUT_HANDBRAKE
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wheelVehicle->_driveControl.RiseRateSteer, // rise rate eANALOG_INPUT_STEER_LEFT
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wheelVehicle->_driveControl.RiseRateSteer, // rise rate eANALOG_INPUT_STEER_RIGHT
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},
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{
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wheelVehicle->_driveControl.FallRateAcceleration, // fall rate eANALOG_INPUT_ACCEL
|
||||
wheelVehicle->_driveControl.FallRateBrake, // fall rate eANALOG_INPUT_BRAKE
|
||||
wheelVehicle->_driveControl.FallRateHandBrake, // fall rate eANALOG_INPUT_HANDBRAKE
|
||||
wheelVehicle->_driveControl.FallRateSteer, // fall rate eANALOG_INPUT_STEER_LEFT
|
||||
wheelVehicle->_driveControl.FallRateSteer, // fall rate eANALOG_INPUT_STEER_RIGHT
|
||||
}
|
||||
};
|
||||
wheelVehicle->_driveControl.RiseRateAcceleration, // rise rate eANALOG_INPUT_ACCEL
|
||||
wheelVehicle->_driveControl.RiseRateBrake, // rise rate eANALOG_INPUT_BRAKE
|
||||
wheelVehicle->_driveControl.RiseRateHandBrake, // rise rate eANALOG_INPUT_HANDBRAKE
|
||||
wheelVehicle->_driveControl.RiseRateSteer, // rise rate eANALOG_INPUT_STEER_LEFT
|
||||
wheelVehicle->_driveControl.RiseRateSteer, // rise rate eANALOG_INPUT_STEER_RIGHT
|
||||
},
|
||||
{
|
||||
wheelVehicle->_driveControl.FallRateAcceleration, // fall rate eANALOG_INPUT_ACCEL
|
||||
wheelVehicle->_driveControl.FallRateBrake, // fall rate eANALOG_INPUT_BRAKE
|
||||
wheelVehicle->_driveControl.FallRateHandBrake, // fall rate eANALOG_INPUT_HANDBRAKE
|
||||
wheelVehicle->_driveControl.FallRateSteer, // fall rate eANALOG_INPUT_STEER_LEFT
|
||||
wheelVehicle->_driveControl.FallRateSteer, // fall rate eANALOG_INPUT_STEER_RIGHT
|
||||
}
|
||||
};
|
||||
PxVehicleKeySmoothingData keySmoothing =
|
||||
{
|
||||
{
|
||||
@@ -1600,6 +1605,7 @@ void PhysicsBackend::EndSimulateScene(void* scene)
|
||||
wheelVehicle->_driveControl.FallRateSteer, // fall rate eANALOG_INPUT_STEER_RIGHT
|
||||
}
|
||||
};
|
||||
// @formatter:on
|
||||
|
||||
// Reduce steer by speed to make vehicle more easier to maneuver
|
||||
|
||||
@@ -1659,14 +1665,13 @@ void PhysicsBackend::EndSimulateScene(void* scene)
|
||||
rawInputData.setAnalogRightBrake(rightBrake);
|
||||
rawInputData.setAnalogLeftThrust(leftThrottle);
|
||||
rawInputData.setAnalogRightThrust(rightThrottle);
|
||||
|
||||
PxVehicleDriveTankSmoothAnalogRawInputsAndSetAnalogInputs(padSmoothing, rawInputData, scenePhysX->LastDeltaTime, *(PxVehicleDriveTank*)drive);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
{
|
||||
switch (wheelVehicle->_driveTypeCurrent)
|
||||
{
|
||||
case WheeledVehicle::DriveTypes::Drive4W:
|
||||
@@ -1693,7 +1698,7 @@ void PhysicsBackend::EndSimulateScene(void* scene)
|
||||
}
|
||||
case WheeledVehicle::DriveTypes::Tank:
|
||||
{
|
||||
// Convert analogic inputs to digital inputs.
|
||||
// Convert analog inputs to digital inputs
|
||||
leftThrottle = Math::Round(leftThrottle);
|
||||
rightThrottle = Math::Round(rightThrottle);
|
||||
leftBrake = Math::Round(leftBrake);
|
||||
@@ -1707,8 +1712,8 @@ void PhysicsBackend::EndSimulateScene(void* scene)
|
||||
rawInputData.setAnalogLeftThrust(leftThrottle);
|
||||
rawInputData.setAnalogRightThrust(rightThrottle);
|
||||
|
||||
// Needs to pass analogic values to vehicle to maintein current moviment direction because digital inputs accept only true/false values to tracks thrust instead of -1 to 1
|
||||
PxVehicleDriveTankSmoothAnalogRawInputsAndSetAnalogInputs(padSmoothing, rawInputData, scenePhysX->LastDeltaTime, *(PxVehicleDriveTank *)drive);
|
||||
// Needs to pass analog values to vehicle to maintain current movement direction because digital inputs accept only true/false values to tracks thrust instead of -1 to 1
|
||||
PxVehicleDriveTankSmoothAnalogRawInputsAndSetAnalogInputs(padSmoothing, rawInputData, scenePhysX->LastDeltaTime, *(PxVehicleDriveTank*)drive);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -2428,7 +2433,7 @@ void PhysicsBackend::SetRigidActorPose(void* actor, const Vector3& position, con
|
||||
actorPhysX->setGlobalPose(trans, wakeUp);
|
||||
}
|
||||
else
|
||||
actorPhysX->setKinematicTarget(trans);
|
||||
actorPhysX->setKinematicTarget(trans);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -2964,7 +2969,7 @@ void PhysicsBackend::SetHingeJointLimit(void* joint, const LimitAngularRange& va
|
||||
void PhysicsBackend::SetHingeJointDrive(void* joint, const HingeJointDrive& value)
|
||||
{
|
||||
auto jointPhysX = (PxRevoluteJoint*)joint;
|
||||
jointPhysX->setDriveVelocity(Math::Max(value.Velocity, 0.0f));
|
||||
jointPhysX->setDriveVelocity(value.Velocity);
|
||||
jointPhysX->setDriveForceLimit(Math::Max(value.ForceLimit, 0.0f));
|
||||
jointPhysX->setDriveGearRatio(Math::Max(value.GearRatio, 0.0f));
|
||||
jointPhysX->setRevoluteJointFlag(PxRevoluteJointFlag::eDRIVE_FREESPIN, value.FreeSpin);
|
||||
@@ -3265,7 +3270,6 @@ PxVehicleDifferentialNWData CreatePxVehicleDifferentialNWData(const WheeledVehic
|
||||
PxVehicleDifferentialNWData differentialNwData;
|
||||
for (int32 i = 0; i < wheels.Count(); i++)
|
||||
differentialNwData.setDrivenWheel(i, true);
|
||||
|
||||
return differentialNwData;
|
||||
}
|
||||
|
||||
@@ -3286,7 +3290,7 @@ PxVehicleGearsData CreatePxVehicleGearsData(const WheeledVehicle::GearboxSetting
|
||||
PxVehicleGearsData gears;
|
||||
|
||||
// Total gears is forward gears + neutral/rear gears
|
||||
int gearsAmount = settings.ForwardGearsRatios + 2;
|
||||
const int32 gearsCount = Math::Clamp<int32>(settings.ForwardGearsRatios + 2, 2, PxVehicleGearsData::eGEARSRATIO_COUNT);
|
||||
|
||||
// Setup gears torque/top speed relations
|
||||
// Higher torque = less speed
|
||||
@@ -3302,24 +3306,23 @@ PxVehicleGearsData CreatePxVehicleGearsData(const WheeledVehicle::GearboxSetting
|
||||
// Gear4 = 1.8
|
||||
// Gear5 = 1
|
||||
|
||||
gears.mRatios[0] = -(gearsAmount - 2); // reverse
|
||||
gears.mRatios[1] = 0; // neutral
|
||||
gears.mRatios[0] = (float)-(gearsCount - 2); // Reverse
|
||||
gears.mRatios[1] = 0; // Neutral
|
||||
|
||||
// Setup all gears except neutral and reverse
|
||||
for (int i = gearsAmount; i > 2; i--) {
|
||||
|
||||
float gearsRatios = settings.ForwardGearsRatios;
|
||||
float currentGear = i - 2;
|
||||
|
||||
gears.mRatios[i] = Math::Lerp(gearsRatios, 1.0f, (currentGear / gearsRatios));
|
||||
for (int32 i = gearsCount; i > 2; i--)
|
||||
{
|
||||
float gearsRatios = (float)settings.ForwardGearsRatios;
|
||||
float currentGear = i - 2.0f;
|
||||
gears.mRatios[i] = Math::Lerp(gearsRatios, 1.0f, currentGear / gearsRatios);
|
||||
}
|
||||
|
||||
// reset unused gears
|
||||
for (int i = gearsAmount; i < PxVehicleGearsData::eGEARSRATIO_COUNT; i++)
|
||||
// Reset unused gears
|
||||
for (int32 i = gearsCount; i < PxVehicleGearsData::eGEARSRATIO_COUNT; i++)
|
||||
gears.mRatios[i] = 0;
|
||||
|
||||
gears.mSwitchTime = Math::Max(settings.SwitchTime, 0.0f);
|
||||
gears.mNbRatios = Math::Clamp(gearsAmount, 2, (int)PxVehicleGearsData::eGEARSRATIO_COUNT);
|
||||
gears.mNbRatios = gearsCount;
|
||||
return gears;
|
||||
}
|
||||
|
||||
@@ -3388,7 +3391,7 @@ PxVehicleAckermannGeometryData CreatePxVehicleAckermannGeometryData(PxVehicleWhe
|
||||
return ackermann;
|
||||
}
|
||||
|
||||
PxVehicleAntiRollBarData CreatePxPxVehicleAntiRollBarData(const WheeledVehicle::AntiRollBar& settings, int leftWheelIndex, int rightWheelIndex)
|
||||
PxVehicleAntiRollBarData CreatePxPxVehicleAntiRollBarData(const WheeledVehicle::AntiRollBar& settings, int32 leftWheelIndex, int32 rightWheelIndex)
|
||||
{
|
||||
PxVehicleAntiRollBarData antiRollBar;
|
||||
antiRollBar.mWheel0 = leftWheelIndex;
|
||||
@@ -3397,7 +3400,7 @@ PxVehicleAntiRollBarData CreatePxPxVehicleAntiRollBarData(const WheeledVehicle::
|
||||
return antiRollBar;
|
||||
}
|
||||
|
||||
bool SortWheelsFrontToBack(WheeledVehicle::Wheel const &a, WheeledVehicle::Wheel const &b)
|
||||
bool SortWheelsFrontToBack(WheeledVehicle::Wheel const& a, WheeledVehicle::Wheel const& b)
|
||||
{
|
||||
return a.Collider && b.Collider && a.Collider->GetLocalPosition().Z > b.Collider->GetLocalPosition().Z;
|
||||
}
|
||||
@@ -3412,17 +3415,15 @@ void* PhysicsBackend::CreateVehicle(WheeledVehicle* actor)
|
||||
{
|
||||
Sorting::QuickSort(actor->_wheels.Get(), actor->_wheels.Count(), SortWheelsFrontToBack);
|
||||
|
||||
// sort wheels by side
|
||||
// Sort wheels by side
|
||||
if (actor->_driveType == WheeledVehicle::DriveTypes::Tank)
|
||||
{
|
||||
for (int i = 0; i < actor->_wheels.Count() - 1; i += 2)
|
||||
for (int32 i = 0; i < actor->_wheels.Count() - 1; i += 2)
|
||||
{
|
||||
auto a = actor->_wheels[i];
|
||||
auto b = actor->_wheels[i + 1];
|
||||
|
||||
if (!a.Collider || !b.Collider)
|
||||
continue;
|
||||
|
||||
if (a.Collider->GetLocalPosition().X > b.Collider->GetLocalPosition().X)
|
||||
{
|
||||
actor->_wheels[i] = b;
|
||||
@@ -3482,7 +3483,7 @@ void* PhysicsBackend::CreateVehicle(WheeledVehicle* actor)
|
||||
// TODO: get gravityDirection from scenePhysX->Scene->getGravity()
|
||||
PxVehicleComputeSprungMasses(wheels.Count(), offsets, centerOfMassOffset.p, mass, 1, sprungMasses);
|
||||
PxVehicleWheelsSimData* wheelsSimData = PxVehicleWheelsSimData::allocate(wheels.Count());
|
||||
int wheelsCount = wheels.Count();
|
||||
int32 wheelsCount = wheels.Count();
|
||||
for (int32 i = 0; i < wheelsCount; i++)
|
||||
{
|
||||
auto& wheel = *wheels[i];
|
||||
@@ -3498,7 +3499,7 @@ void* PhysicsBackend::CreateVehicle(WheeledVehicle* actor)
|
||||
const PxVehicleWheelData& wheelData = CreatePxVehicleWheelData(wheel);
|
||||
const PxVehicleSuspensionData& suspensionData = CreatePxVehicleSuspensionData(wheel, sprungMasses[i]);
|
||||
|
||||
wheelsSimData->setTireData(i,tireData);
|
||||
wheelsSimData->setTireData(i, tireData);
|
||||
wheelsSimData->setWheelData(i, wheelData);
|
||||
wheelsSimData->setSuspensionData(i, suspensionData);
|
||||
wheelsSimData->setSuspTravelDirection(i, centerOfMassOffset.rotate(PxVec3(0.0f, -1.0f, 0.0f)));
|
||||
@@ -3530,16 +3531,15 @@ void* PhysicsBackend::CreateVehicle(WheeledVehicle* actor)
|
||||
}
|
||||
}
|
||||
// Add Anti roll bars for wheels axles
|
||||
for (int i = 0; i < actor->GetAntiRollBars().Count(); i++)
|
||||
for (int32 i = 0; i < actor->GetAntiRollBars().Count(); i++)
|
||||
{
|
||||
int axleIndex = actor->GetAntiRollBars()[i].Axle;
|
||||
int leftWheelIndex = axleIndex * 2;
|
||||
int rightWheelIndex = leftWheelIndex + 1;
|
||||
|
||||
int32 axleIndex = actor->GetAntiRollBars()[i].Axle;
|
||||
int32 leftWheelIndex = axleIndex * 2;
|
||||
int32 rightWheelIndex = leftWheelIndex + 1;
|
||||
if (leftWheelIndex >= wheelsCount || rightWheelIndex >= wheelsCount)
|
||||
continue;
|
||||
|
||||
const PxVehicleAntiRollBarData &antiRollBar = CreatePxPxVehicleAntiRollBarData(actor->GetAntiRollBars()[i], leftWheelIndex, rightWheelIndex);
|
||||
const PxVehicleAntiRollBarData& antiRollBar = CreatePxPxVehicleAntiRollBarData(actor->GetAntiRollBars()[i], leftWheelIndex, rightWheelIndex);
|
||||
wheelsSimData->addAntiRollBarData(antiRollBar);
|
||||
}
|
||||
for (auto child : actor->Children)
|
||||
@@ -3582,14 +3582,14 @@ void* PhysicsBackend::CreateVehicle(WheeledVehicle* actor)
|
||||
const PxVehicleEngineData& engineData = CreatePxVehicleEngineData(engine);
|
||||
const PxVehicleGearsData& gearsData = CreatePxVehicleGearsData(gearbox);
|
||||
const PxVehicleAutoBoxData& autoBoxData = CreatePxVehicleAutoBoxData();
|
||||
const PxVehicleClutchData& cluchData = CreatePxVehicleClutchData(gearbox);
|
||||
const PxVehicleClutchData& clutchData = CreatePxVehicleClutchData(gearbox);
|
||||
const PxVehicleAckermannGeometryData& geometryData = CreatePxVehicleAckermannGeometryData(wheelsSimData);
|
||||
|
||||
driveSimData.setDiffData(differentialData);
|
||||
driveSimData.setEngineData(engineData);
|
||||
driveSimData.setGearsData(gearsData);
|
||||
driveSimData.setAutoBoxData(autoBoxData);
|
||||
driveSimData.setClutchData(cluchData);
|
||||
driveSimData.setClutchData(clutchData);
|
||||
driveSimData.setAckermannGeometryData(geometryData);
|
||||
|
||||
// Create vehicle drive
|
||||
@@ -3607,14 +3607,13 @@ void* PhysicsBackend::CreateVehicle(WheeledVehicle* actor)
|
||||
const PxVehicleEngineData& engineData = CreatePxVehicleEngineData(engine);
|
||||
const PxVehicleGearsData& gearsData = CreatePxVehicleGearsData(gearbox);
|
||||
const PxVehicleAutoBoxData& autoBoxData = CreatePxVehicleAutoBoxData();
|
||||
const PxVehicleClutchData& cluchData = CreatePxVehicleClutchData(gearbox);
|
||||
const PxVehicleAckermannGeometryData& geometryData = CreatePxVehicleAckermannGeometryData(wheelsSimData);
|
||||
const PxVehicleClutchData& clutchData = CreatePxVehicleClutchData(gearbox);
|
||||
|
||||
driveSimData.setDiffData(differentialData);
|
||||
driveSimData.setEngineData(engineData);
|
||||
driveSimData.setGearsData(gearsData);
|
||||
driveSimData.setAutoBoxData(autoBoxData);
|
||||
driveSimData.setClutchData(cluchData);
|
||||
driveSimData.setClutchData(clutchData);
|
||||
|
||||
// Create vehicle drive
|
||||
auto driveNW = PxVehicleDriveNW::allocate(wheels.Count());
|
||||
@@ -3635,18 +3634,18 @@ void* PhysicsBackend::CreateVehicle(WheeledVehicle* actor)
|
||||
case WheeledVehicle::DriveTypes::Tank:
|
||||
{
|
||||
PxVehicleDriveSimData4W driveSimData;
|
||||
const PxVehicleDifferential4WData &differentialData = CreatePxVehicleDifferential4WData(differential);
|
||||
const PxVehicleEngineData &engineData = CreatePxVehicleEngineData(engine);
|
||||
const PxVehicleGearsData &gearsData = CreatePxVehicleGearsData(gearbox);
|
||||
const PxVehicleAutoBoxData &autoBoxData = CreatePxVehicleAutoBoxData();
|
||||
const PxVehicleClutchData &cluchData = CreatePxVehicleClutchData(gearbox);
|
||||
const PxVehicleAckermannGeometryData &geometryData = CreatePxVehicleAckermannGeometryData(wheelsSimData);
|
||||
const PxVehicleDifferential4WData& differentialData = CreatePxVehicleDifferential4WData(differential);
|
||||
const PxVehicleEngineData& engineData = CreatePxVehicleEngineData(engine);
|
||||
const PxVehicleGearsData& gearsData = CreatePxVehicleGearsData(gearbox);
|
||||
const PxVehicleAutoBoxData& autoBoxData = CreatePxVehicleAutoBoxData();
|
||||
const PxVehicleClutchData& clutchData = CreatePxVehicleClutchData(gearbox);
|
||||
const PxVehicleAckermannGeometryData& geometryData = CreatePxVehicleAckermannGeometryData(wheelsSimData);
|
||||
|
||||
driveSimData.setDiffData(differentialData);
|
||||
driveSimData.setEngineData(engineData);
|
||||
driveSimData.setGearsData(gearsData);
|
||||
driveSimData.setAutoBoxData(autoBoxData);
|
||||
driveSimData.setClutchData(cluchData);
|
||||
driveSimData.setClutchData(clutchData);
|
||||
driveSimData.setAckermannGeometryData(geometryData);
|
||||
|
||||
// Create vehicle drive
|
||||
@@ -3700,24 +3699,24 @@ void PhysicsBackend::UpdateVehicleWheels(WheeledVehicle* actor)
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicsBackend::UpdateVehicleAntiRollBars(WheeledVehicle *actor)
|
||||
void PhysicsBackend::UpdateVehicleAntiRollBars(WheeledVehicle* actor)
|
||||
{
|
||||
int wheelsCount = actor->_wheels.Count();
|
||||
auto drive = (PxVehicleWheels *)actor->_vehicle;
|
||||
PxVehicleWheelsSimData *wheelsSimData = &drive->mWheelsSimData;
|
||||
auto drive = (PxVehicleWheels*)actor->_vehicle;
|
||||
PxVehicleWheelsSimData* wheelsSimData = &drive->mWheelsSimData;
|
||||
|
||||
// Update Anti roll bars for wheels axles
|
||||
for (int i = 0; i < actor->GetAntiRollBars().Count(); i++)
|
||||
// Update anti roll bars for wheels axles
|
||||
const auto& antiRollBars = actor->GetAntiRollBars();
|
||||
for (int32 i = 0; i < antiRollBars.Count(); i++)
|
||||
{
|
||||
int axleIndex = actor->GetAntiRollBars()[i].Axle;
|
||||
int leftWheelIndex = axleIndex * 2;
|
||||
int rightWheelIndex = leftWheelIndex + 1;
|
||||
|
||||
const int32 axleIndex = antiRollBars.Get()[i].Axle;
|
||||
const int32 leftWheelIndex = axleIndex * 2;
|
||||
const int32 rightWheelIndex = leftWheelIndex + 1;
|
||||
if (leftWheelIndex >= wheelsCount || rightWheelIndex >= wheelsCount)
|
||||
continue;
|
||||
|
||||
const PxVehicleAntiRollBarData &antiRollBar = CreatePxPxVehicleAntiRollBarData(actor->GetAntiRollBars()[i], leftWheelIndex, rightWheelIndex);
|
||||
if (wheelsSimData->getNbAntiRollBarData() - 1 < i)
|
||||
const PxVehicleAntiRollBarData& antiRollBar = CreatePxPxVehicleAntiRollBarData(antiRollBars.Get()[i], leftWheelIndex, rightWheelIndex);
|
||||
if ((int32)wheelsSimData->getNbAntiRollBarData() - 1 < i)
|
||||
{
|
||||
wheelsSimData->addAntiRollBarData(antiRollBar);
|
||||
}
|
||||
@@ -3753,8 +3752,8 @@ void PhysicsBackend::SetVehicleEngine(void* vehicle, const void* value)
|
||||
case PxVehicleTypes::eDRIVETANK:
|
||||
{
|
||||
auto driveTank = (PxVehicleDriveTank*)drive;
|
||||
const PxVehicleEngineData &engineData = CreatePxVehicleEngineData(engine);
|
||||
PxVehicleDriveSimData &driveSimData = driveTank->mDriveSimData;
|
||||
const PxVehicleEngineData& engineData = CreatePxVehicleEngineData(engine);
|
||||
PxVehicleDriveSimData& driveSimData = driveTank->mDriveSimData;
|
||||
driveSimData.setEngineData(engineData);
|
||||
break;
|
||||
}
|
||||
@@ -3812,11 +3811,11 @@ void PhysicsBackend::SetVehicleGearbox(void* vehicle, const void* value)
|
||||
}
|
||||
case PxVehicleTypes::eDRIVETANK:
|
||||
{
|
||||
auto driveTank = (PxVehicleDriveTank *)drive;
|
||||
const PxVehicleGearsData &gearData = CreatePxVehicleGearsData(gearbox);
|
||||
const PxVehicleClutchData &clutchData = CreatePxVehicleClutchData(gearbox);
|
||||
const PxVehicleAutoBoxData &autoBoxData = CreatePxVehicleAutoBoxData();
|
||||
PxVehicleDriveSimData &driveSimData = driveTank->mDriveSimData;
|
||||
auto driveTank = (PxVehicleDriveTank*)drive;
|
||||
const PxVehicleGearsData& gearData = CreatePxVehicleGearsData(gearbox);
|
||||
const PxVehicleClutchData& clutchData = CreatePxVehicleClutchData(gearbox);
|
||||
const PxVehicleAutoBoxData& autoBoxData = CreatePxVehicleAutoBoxData();
|
||||
PxVehicleDriveSimData& driveSimData = driveTank->mDriveSimData;
|
||||
driveSimData.setGearsData(gearData);
|
||||
driveSimData.setAutoBoxData(autoBoxData);
|
||||
driveSimData.setClutchData(clutchData);
|
||||
|
||||
Reference in New Issue
Block a user