Add support for editing WheeledVehicle wheels config at runtime without full physics state rebuild
#1324
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@@ -40,6 +40,31 @@ const Array<WheeledVehicle::Wheel>& WheeledVehicle::GetWheels() const
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void WheeledVehicle::SetWheels(const Array<Wheel>& value)
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{
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#if WITH_VEHICLE
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// Don't recreate whole vehicle when some wheel properties are only changed (eg. suspension)
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if (_actor && _vehicle && _wheels.Count() == value.Count() && _wheelsData.Count() == value.Count())
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{
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bool softUpdate = true;
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for (int32 wheelIndex = 0; wheelIndex < value.Count(); wheelIndex++)
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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 (oldWheel.Type != newWheel.Type ||
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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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}
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}
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if (softUpdate)
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{
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_wheels = value;
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PhysicsBackend::UpdateVehicleWheels(this);
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return;
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}
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}
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#endif
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_wheels = value;
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Setup();
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}
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@@ -2923,6 +2923,53 @@ void PhysicsBackend::DestroyVehicle(void* vehicle, int32 driveType)
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}
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}
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void PhysicsBackend::UpdateVehicleWheels(WheeledVehicle* actor)
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{
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auto drive = (PxVehicleWheels*)actor->_vehicle;
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PxVehicleWheelsSimData* wheelsSimData = &drive->mWheelsSimData;
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for (uint32 i = 0; i < wheelsSimData->getNbWheels(); i++)
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{
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auto& wheel = actor->_wheels[i];
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// Update suspension data
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PxVehicleSuspensionData suspensionData = wheelsSimData->getSuspensionData(i);
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const float suspensionFrequency = 7.0f;
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suspensionData.mMaxCompression = wheel.SuspensionMaxRaise;
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suspensionData.mMaxDroop = wheel.SuspensionMaxDrop;
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suspensionData.mSpringStrength = Math::Square(suspensionFrequency) * suspensionData.mSprungMass;
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suspensionData.mSpringDamperRate = wheel.SuspensionDampingRate * 2.0f * Math::Sqrt(suspensionData.mSpringStrength * suspensionData.mSprungMass);
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wheelsSimData->setSuspensionData(i, suspensionData);
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// Update tire data
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PxVehicleTireData tire;
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int32 tireIndex = WheelTireTypes.Find(wheel.TireFrictionScale);
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if (tireIndex == -1)
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{
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// New tire type
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tireIndex = WheelTireTypes.Count();
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WheelTireTypes.Add(wheel.TireFrictionScale);
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WheelTireFrictionsDirty = true;
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}
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tire.mType = tireIndex;
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tire.mLatStiffX = wheel.TireLateralMax;
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tire.mLatStiffY = wheel.TireLateralStiffness;
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tire.mLongitudinalStiffnessPerUnitGravity = wheel.TireLongitudinalStiffness;
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wheelsSimData->setTireData(i, tire);
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// Update wheel data
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PxVehicleWheelData wheelData;
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wheelData.mMass = wheel.Mass;
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wheelData.mRadius = wheel.Radius;
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wheelData.mWidth = wheel.Width;
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wheelData.mMOI = 0.5f * wheelData.mMass * Math::Square(wheelData.mRadius);
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wheelData.mDampingRate = M2ToCm2(wheel.DampingRate);
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wheelData.mMaxSteer = wheel.MaxSteerAngle * DegreesToRadians;
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wheelData.mMaxBrakeTorque = M2ToCm2(wheel.MaxBrakeTorque);
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wheelData.mMaxHandBrakeTorque = M2ToCm2(wheel.MaxHandBrakeTorque);
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wheelsSimData->setWheelData(i, wheelData);
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}
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}
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void PhysicsBackend::SetVehicleGearbox(void* vehicle, const void* value)
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{
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auto drive = (PxVehicleDrive*)vehicle;
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@@ -245,6 +245,7 @@ public:
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// Vehicles
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static void* CreateVehicle(class WheeledVehicle* actor);
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static void DestroyVehicle(void* vehicle, int32 driveType);
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static void UpdateVehicleWheels(WheeledVehicle* actor);
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static void SetVehicleGearbox(void* vehicle, const void* value);
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static int32 GetVehicleTargetGear(void* vehicle);
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static void SetVehicleTargetGear(void* vehicle, int32 value);
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@@ -732,6 +732,10 @@ void PhysicsBackend::DestroyVehicle(void* vehicle, int32 driveType)
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{
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}
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void PhysicsBackend::UpdateVehicleWheels(WheeledVehicle* actor)
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{
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}
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void PhysicsBackend::SetVehicleGearbox(void* vehicle, const void* value)
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{
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}
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