Codestyle fixes #2192
This commit is contained in:
@@ -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
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wheelVehicle->_driveControl.FallRateBrake, // fall rate eANALOG_INPUT_BRAKE
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wheelVehicle->_driveControl.FallRateHandBrake, // fall rate eANALOG_INPUT_HANDBRAKE
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wheelVehicle->_driveControl.FallRateSteer, // fall rate eANALOG_INPUT_STEER_LEFT
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wheelVehicle->_driveControl.FallRateSteer, // fall rate eANALOG_INPUT_STEER_RIGHT
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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
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wheelVehicle->_driveControl.FallRateBrake, // fall rate eANALOG_INPUT_BRAKE
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wheelVehicle->_driveControl.FallRateHandBrake, // fall rate eANALOG_INPUT_HANDBRAKE
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wheelVehicle->_driveControl.FallRateSteer, // fall rate eANALOG_INPUT_STEER_LEFT
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wheelVehicle->_driveControl.FallRateSteer, // fall rate eANALOG_INPUT_STEER_RIGHT
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}
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};
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PxVehicleKeySmoothingData keySmoothing =
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{
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{
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@@ -1600,6 +1605,7 @@ void PhysicsBackend::EndSimulateScene(void* scene)
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wheelVehicle->_driveControl.FallRateSteer, // fall rate eANALOG_INPUT_STEER_RIGHT
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}
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};
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// @formatter:on
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// Reduce steer by speed to make vehicle more easier to maneuver
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@@ -1659,14 +1665,13 @@ void PhysicsBackend::EndSimulateScene(void* scene)
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rawInputData.setAnalogRightBrake(rightBrake);
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rawInputData.setAnalogLeftThrust(leftThrottle);
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rawInputData.setAnalogRightThrust(rightThrottle);
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PxVehicleDriveTankSmoothAnalogRawInputsAndSetAnalogInputs(padSmoothing, rawInputData, scenePhysX->LastDeltaTime, *(PxVehicleDriveTank*)drive);
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break;
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}
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}
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}
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else
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{
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{
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switch (wheelVehicle->_driveTypeCurrent)
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{
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case WheeledVehicle::DriveTypes::Drive4W:
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@@ -1693,7 +1698,7 @@ void PhysicsBackend::EndSimulateScene(void* scene)
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}
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case WheeledVehicle::DriveTypes::Tank:
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{
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// Convert analogic inputs to digital inputs.
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// Convert analog inputs to digital inputs
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leftThrottle = Math::Round(leftThrottle);
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rightThrottle = Math::Round(rightThrottle);
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leftBrake = Math::Round(leftBrake);
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@@ -1707,8 +1712,8 @@ void PhysicsBackend::EndSimulateScene(void* scene)
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rawInputData.setAnalogLeftThrust(leftThrottle);
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rawInputData.setAnalogRightThrust(rightThrottle);
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// 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
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PxVehicleDriveTankSmoothAnalogRawInputsAndSetAnalogInputs(padSmoothing, rawInputData, scenePhysX->LastDeltaTime, *(PxVehicleDriveTank *)drive);
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// 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
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PxVehicleDriveTankSmoothAnalogRawInputsAndSetAnalogInputs(padSmoothing, rawInputData, scenePhysX->LastDeltaTime, *(PxVehicleDriveTank*)drive);
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break;
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}
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}
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@@ -2428,7 +2433,7 @@ void PhysicsBackend::SetRigidActorPose(void* actor, const Vector3& position, con
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actorPhysX->setGlobalPose(trans, wakeUp);
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}
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else
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actorPhysX->setKinematicTarget(trans);
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actorPhysX->setKinematicTarget(trans);
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}
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else
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{
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@@ -2964,7 +2969,7 @@ void PhysicsBackend::SetHingeJointLimit(void* joint, const LimitAngularRange& va
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void PhysicsBackend::SetHingeJointDrive(void* joint, const HingeJointDrive& value)
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{
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auto jointPhysX = (PxRevoluteJoint*)joint;
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jointPhysX->setDriveVelocity(Math::Max(value.Velocity, 0.0f));
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jointPhysX->setDriveVelocity(value.Velocity);
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jointPhysX->setDriveForceLimit(Math::Max(value.ForceLimit, 0.0f));
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jointPhysX->setDriveGearRatio(Math::Max(value.GearRatio, 0.0f));
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jointPhysX->setRevoluteJointFlag(PxRevoluteJointFlag::eDRIVE_FREESPIN, value.FreeSpin);
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@@ -3265,7 +3270,6 @@ PxVehicleDifferentialNWData CreatePxVehicleDifferentialNWData(const WheeledVehic
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PxVehicleDifferentialNWData differentialNwData;
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for (int32 i = 0; i < wheels.Count(); i++)
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differentialNwData.setDrivenWheel(i, true);
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return differentialNwData;
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}
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@@ -3286,7 +3290,7 @@ PxVehicleGearsData CreatePxVehicleGearsData(const WheeledVehicle::GearboxSetting
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PxVehicleGearsData gears;
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// Total gears is forward gears + neutral/rear gears
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int gearsAmount = settings.ForwardGearsRatios + 2;
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const int32 gearsCount = Math::Clamp<int32>(settings.ForwardGearsRatios + 2, 2, PxVehicleGearsData::eGEARSRATIO_COUNT);
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// Setup gears torque/top speed relations
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// Higher torque = less speed
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@@ -3302,24 +3306,23 @@ PxVehicleGearsData CreatePxVehicleGearsData(const WheeledVehicle::GearboxSetting
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// Gear4 = 1.8
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// Gear5 = 1
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gears.mRatios[0] = -(gearsAmount - 2); // reverse
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gears.mRatios[1] = 0; // neutral
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gears.mRatios[0] = (float)-(gearsCount - 2); // Reverse
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gears.mRatios[1] = 0; // Neutral
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// Setup all gears except neutral and reverse
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for (int i = gearsAmount; i > 2; i--) {
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float gearsRatios = settings.ForwardGearsRatios;
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float currentGear = i - 2;
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gears.mRatios[i] = Math::Lerp(gearsRatios, 1.0f, (currentGear / gearsRatios));
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for (int32 i = gearsCount; i > 2; i--)
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{
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float gearsRatios = (float)settings.ForwardGearsRatios;
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float currentGear = i - 2.0f;
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gears.mRatios[i] = Math::Lerp(gearsRatios, 1.0f, currentGear / gearsRatios);
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}
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// reset unused gears
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for (int i = gearsAmount; i < PxVehicleGearsData::eGEARSRATIO_COUNT; i++)
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// Reset unused gears
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for (int32 i = gearsCount; i < PxVehicleGearsData::eGEARSRATIO_COUNT; i++)
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gears.mRatios[i] = 0;
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gears.mSwitchTime = Math::Max(settings.SwitchTime, 0.0f);
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gears.mNbRatios = Math::Clamp(gearsAmount, 2, (int)PxVehicleGearsData::eGEARSRATIO_COUNT);
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gears.mNbRatios = gearsCount;
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return gears;
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}
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@@ -3388,7 +3391,7 @@ PxVehicleAckermannGeometryData CreatePxVehicleAckermannGeometryData(PxVehicleWhe
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return ackermann;
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}
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PxVehicleAntiRollBarData CreatePxPxVehicleAntiRollBarData(const WheeledVehicle::AntiRollBar& settings, int leftWheelIndex, int rightWheelIndex)
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PxVehicleAntiRollBarData CreatePxPxVehicleAntiRollBarData(const WheeledVehicle::AntiRollBar& settings, int32 leftWheelIndex, int32 rightWheelIndex)
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{
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PxVehicleAntiRollBarData antiRollBar;
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antiRollBar.mWheel0 = leftWheelIndex;
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@@ -3397,7 +3400,7 @@ PxVehicleAntiRollBarData CreatePxPxVehicleAntiRollBarData(const WheeledVehicle::
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return antiRollBar;
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}
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bool SortWheelsFrontToBack(WheeledVehicle::Wheel const &a, WheeledVehicle::Wheel const &b)
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bool SortWheelsFrontToBack(WheeledVehicle::Wheel const& a, WheeledVehicle::Wheel const& b)
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{
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return a.Collider && b.Collider && a.Collider->GetLocalPosition().Z > b.Collider->GetLocalPosition().Z;
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}
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@@ -3412,17 +3415,15 @@ void* PhysicsBackend::CreateVehicle(WheeledVehicle* actor)
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{
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Sorting::QuickSort(actor->_wheels.Get(), actor->_wheels.Count(), SortWheelsFrontToBack);
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// sort wheels by side
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// Sort wheels by side
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if (actor->_driveType == WheeledVehicle::DriveTypes::Tank)
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{
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for (int i = 0; i < actor->_wheels.Count() - 1; i += 2)
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for (int32 i = 0; i < actor->_wheels.Count() - 1; i += 2)
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{
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auto a = actor->_wheels[i];
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auto b = actor->_wheels[i + 1];
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if (!a.Collider || !b.Collider)
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continue;
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if (a.Collider->GetLocalPosition().X > b.Collider->GetLocalPosition().X)
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{
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actor->_wheels[i] = b;
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@@ -3482,7 +3483,7 @@ void* PhysicsBackend::CreateVehicle(WheeledVehicle* actor)
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// TODO: get gravityDirection from scenePhysX->Scene->getGravity()
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PxVehicleComputeSprungMasses(wheels.Count(), offsets, centerOfMassOffset.p, mass, 1, sprungMasses);
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PxVehicleWheelsSimData* wheelsSimData = PxVehicleWheelsSimData::allocate(wheels.Count());
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int wheelsCount = wheels.Count();
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int32 wheelsCount = wheels.Count();
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for (int32 i = 0; i < wheelsCount; i++)
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{
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auto& wheel = *wheels[i];
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@@ -3498,7 +3499,7 @@ void* PhysicsBackend::CreateVehicle(WheeledVehicle* actor)
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const PxVehicleWheelData& wheelData = CreatePxVehicleWheelData(wheel);
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const PxVehicleSuspensionData& suspensionData = CreatePxVehicleSuspensionData(wheel, sprungMasses[i]);
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wheelsSimData->setTireData(i,tireData);
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wheelsSimData->setTireData(i, tireData);
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wheelsSimData->setWheelData(i, wheelData);
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wheelsSimData->setSuspensionData(i, suspensionData);
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wheelsSimData->setSuspTravelDirection(i, centerOfMassOffset.rotate(PxVec3(0.0f, -1.0f, 0.0f)));
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@@ -3530,16 +3531,15 @@ void* PhysicsBackend::CreateVehicle(WheeledVehicle* actor)
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}
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}
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// Add Anti roll bars for wheels axles
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for (int i = 0; i < actor->GetAntiRollBars().Count(); i++)
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for (int32 i = 0; i < actor->GetAntiRollBars().Count(); i++)
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{
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int axleIndex = actor->GetAntiRollBars()[i].Axle;
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int leftWheelIndex = axleIndex * 2;
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int rightWheelIndex = leftWheelIndex + 1;
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int32 axleIndex = actor->GetAntiRollBars()[i].Axle;
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int32 leftWheelIndex = axleIndex * 2;
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int32 rightWheelIndex = leftWheelIndex + 1;
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if (leftWheelIndex >= wheelsCount || rightWheelIndex >= wheelsCount)
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continue;
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const PxVehicleAntiRollBarData &antiRollBar = CreatePxPxVehicleAntiRollBarData(actor->GetAntiRollBars()[i], leftWheelIndex, rightWheelIndex);
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const PxVehicleAntiRollBarData& antiRollBar = CreatePxPxVehicleAntiRollBarData(actor->GetAntiRollBars()[i], leftWheelIndex, rightWheelIndex);
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wheelsSimData->addAntiRollBarData(antiRollBar);
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}
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for (auto child : actor->Children)
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@@ -3582,14 +3582,14 @@ void* PhysicsBackend::CreateVehicle(WheeledVehicle* actor)
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const PxVehicleEngineData& engineData = CreatePxVehicleEngineData(engine);
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const PxVehicleGearsData& gearsData = CreatePxVehicleGearsData(gearbox);
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const PxVehicleAutoBoxData& autoBoxData = CreatePxVehicleAutoBoxData();
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const PxVehicleClutchData& cluchData = CreatePxVehicleClutchData(gearbox);
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const PxVehicleClutchData& clutchData = CreatePxVehicleClutchData(gearbox);
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const PxVehicleAckermannGeometryData& geometryData = CreatePxVehicleAckermannGeometryData(wheelsSimData);
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driveSimData.setDiffData(differentialData);
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driveSimData.setEngineData(engineData);
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driveSimData.setGearsData(gearsData);
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driveSimData.setAutoBoxData(autoBoxData);
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driveSimData.setClutchData(cluchData);
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driveSimData.setClutchData(clutchData);
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driveSimData.setAckermannGeometryData(geometryData);
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// Create vehicle drive
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@@ -3607,14 +3607,13 @@ void* PhysicsBackend::CreateVehicle(WheeledVehicle* actor)
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const PxVehicleEngineData& engineData = CreatePxVehicleEngineData(engine);
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const PxVehicleGearsData& gearsData = CreatePxVehicleGearsData(gearbox);
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const PxVehicleAutoBoxData& autoBoxData = CreatePxVehicleAutoBoxData();
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const PxVehicleClutchData& cluchData = CreatePxVehicleClutchData(gearbox);
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const PxVehicleAckermannGeometryData& geometryData = CreatePxVehicleAckermannGeometryData(wheelsSimData);
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const PxVehicleClutchData& clutchData = CreatePxVehicleClutchData(gearbox);
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driveSimData.setDiffData(differentialData);
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driveSimData.setEngineData(engineData);
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driveSimData.setGearsData(gearsData);
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driveSimData.setAutoBoxData(autoBoxData);
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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