Fix car wheel location by applying compression of the suspension spring
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@@ -300,6 +300,7 @@ void WheeledVehicle::Setup()
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auto& data = _wheelsData[i];
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data.Collider = wheel.Collider;
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data.LocalOrientation = wheel.Collider->GetLocalOrientation();
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data.ChildrenPoses.Resize(0);
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PxVehicleSuspensionData suspensionData;
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const float suspensionFrequency = 7.0f;
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@@ -507,11 +508,25 @@ void WheeledVehicle::Setup()
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void WheeledVehicle::DrawPhysicsDebug(RenderView& view)
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{
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// Wheels shapes
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for (auto& wheel : _wheels)
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for (auto& data : _wheelsData)
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{
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int32 wheelIndex = 0;
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for (; wheelIndex < _wheels.Count(); wheelIndex++)
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{
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if (_wheels[wheelIndex].Collider == data.Collider)
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break;
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}
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if (wheelIndex == _wheels.Count())
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break;
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auto& wheel = _wheels[wheelIndex];
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if (wheel.Collider && wheel.Collider->GetParent() == this && !wheel.Collider->GetIsTrigger())
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{
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DEBUG_DRAW_WIRE_CYLINDER(wheel.Collider->GetPosition(), wheel.Collider->GetOrientation(), wheel.Radius, wheel.Width, Color::Red * 0.8f, 0, true);
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const Vector3 basePos = wheel.Collider->GetPosition();
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const Vector3 currentPos = basePos + Vector3(0, data.State.SuspensionOffset, 0);
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DEBUG_DRAW_WIRE_SPHERE(BoundingSphere(basePos, wheel.Radius * 0.07f), Color::Blue * 0.3f, 0, true);
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DEBUG_DRAW_WIRE_SPHERE(BoundingSphere(currentPos, wheel.Radius * 0.08f), Color::Blue * 0.8f, 0, true);
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DEBUG_DRAW_LINE(basePos, currentPos, Color::Blue, 0, true);
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DEBUG_DRAW_WIRE_CYLINDER(currentPos, wheel.Collider->GetOrientation(), wheel.Radius, wheel.Width, Color::Red * 0.8f, 0, true);
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}
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}
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}
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@@ -519,11 +534,25 @@ void WheeledVehicle::DrawPhysicsDebug(RenderView& view)
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void WheeledVehicle::OnDebugDrawSelected()
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{
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// Wheels shapes
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for (auto& wheel : _wheels)
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for (auto& data : _wheelsData)
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{
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int32 wheelIndex = 0;
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for (; wheelIndex < _wheels.Count(); wheelIndex++)
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{
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if (_wheels[wheelIndex].Collider == data.Collider)
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break;
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}
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if (wheelIndex == _wheels.Count())
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break;
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auto& wheel = _wheels[wheelIndex];
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if (wheel.Collider && wheel.Collider->GetParent() == this && !wheel.Collider->GetIsTrigger())
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{
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DEBUG_DRAW_WIRE_CYLINDER(wheel.Collider->GetPosition(), wheel.Collider->GetOrientation(), wheel.Radius, wheel.Width, Color::Red * 0.4f, 0, false);
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const Vector3 basePos = wheel.Collider->GetPosition();
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const Vector3 currentPos = basePos + Vector3(0, data.State.SuspensionOffset, 0);
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DEBUG_DRAW_WIRE_SPHERE(BoundingSphere(basePos, wheel.Radius * 0.07f), Color::Blue * 0.3f, 0, false);
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DEBUG_DRAW_WIRE_SPHERE(BoundingSphere(currentPos, wheel.Radius * 0.08f), Color::Blue * 0.8f, 0, false);
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DEBUG_DRAW_LINE(basePos, currentPos, Color::Blue, 0, false);
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DEBUG_DRAW_WIRE_CYLINDER(currentPos, wheel.Collider->GetOrientation(), wheel.Radius, wheel.Width, Color::Red * 0.4f, 0, false);
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}
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}
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@@ -285,6 +285,12 @@ private:
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Collider* Collider;
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Quaternion LocalOrientation;
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WheelState State;
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struct ChildPose
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{
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Actor* Child;
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Vector3 Pose;
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};
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Array<ChildPose, InlinedAllocation<4>> ChildrenPoses;
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};
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void* _drive = nullptr;
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@@ -847,10 +847,24 @@ void Physics::CollectResults()
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state.TireFriction = perWheel.tireFriction;
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state.SteerAngle = RadiansToDegrees * perWheel.steerAngle;
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state.RotationAngle = -RadiansToDegrees * drive->mWheelsDynData.getWheelRotationAngle(j);
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const float suspensionOffsetDelta = perWheel.suspJounce - state.SuspensionOffset;
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state.SuspensionOffset = perWheel.suspJounce;
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// Rotate wheel
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wheelData.Collider->SetLocalOrientation(Quaternion::Euler(0, state.SteerAngle, state.RotationAngle) * wheelData.LocalOrientation);
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// Apply suspension offset (cannot move collider because it breaks driving so move it's children but preserve the initial pose)
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for (auto child : wheelData.Collider->Children)
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{
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int32 poseIndex = 0;
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for (; poseIndex < wheelData.ChildrenPoses.Count(); poseIndex++)
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{
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if (wheelData.ChildrenPoses[poseIndex].Child == child)
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break;
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}
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if (poseIndex == wheelData.ChildrenPoses.Count())
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wheelData.ChildrenPoses.Add({ child, child->GetLocalPosition() });
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child->SetPosition(wheelData.Collider->GetTransform().LocalToWorld(wheelData.ChildrenPoses[poseIndex].Pose) + Vector3(0, perWheel.suspJounce, 0));
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}
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}
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}
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}
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