Add support for editing WheeledVehicle wheels config at runtime without full physics state rebuild

#1324
This commit is contained in:
Wojtek Figat
2023-09-01 12:40:51 +02:00
parent a8cc4d7fcb
commit b0ec8525aa
4 changed files with 77 additions and 0 deletions

View File

@@ -40,6 +40,31 @@ const Array<WheeledVehicle::Wheel>& WheeledVehicle::GetWheels() const
void WheeledVehicle::SetWheels(const Array<Wheel>& value)
{
#if WITH_VEHICLE
// Don't recreate whole vehicle when some wheel properties are only changed (eg. suspension)
if (_actor && _vehicle && _wheels.Count() == value.Count() && _wheelsData.Count() == value.Count())
{
bool softUpdate = true;
for (int32 wheelIndex = 0; wheelIndex < value.Count(); wheelIndex++)
{
auto& oldWheel = _wheels.Get()[wheelIndex];
auto& newWheel = value.Get()[wheelIndex];
if (oldWheel.Type != newWheel.Type ||
Math::NotNearEqual(oldWheel.SuspensionForceOffset, newWheel.SuspensionForceOffset) ||
oldWheel.Collider != newWheel.Collider)
{
softUpdate = false;
break;
}
}
if (softUpdate)
{
_wheels = value;
PhysicsBackend::UpdateVehicleWheels(this);
return;
}
}
#endif
_wheels = value;
Setup();
}

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@@ -2923,6 +2923,53 @@ void PhysicsBackend::DestroyVehicle(void* vehicle, int32 driveType)
}
}
void PhysicsBackend::UpdateVehicleWheels(WheeledVehicle* actor)
{
auto drive = (PxVehicleWheels*)actor->_vehicle;
PxVehicleWheelsSimData* wheelsSimData = &drive->mWheelsSimData;
for (uint32 i = 0; i < wheelsSimData->getNbWheels(); i++)
{
auto& wheel = actor->_wheels[i];
// Update suspension data
PxVehicleSuspensionData suspensionData = wheelsSimData->getSuspensionData(i);
const float suspensionFrequency = 7.0f;
suspensionData.mMaxCompression = wheel.SuspensionMaxRaise;
suspensionData.mMaxDroop = wheel.SuspensionMaxDrop;
suspensionData.mSpringStrength = Math::Square(suspensionFrequency) * suspensionData.mSprungMass;
suspensionData.mSpringDamperRate = wheel.SuspensionDampingRate * 2.0f * Math::Sqrt(suspensionData.mSpringStrength * suspensionData.mSprungMass);
wheelsSimData->setSuspensionData(i, suspensionData);
// Update tire data
PxVehicleTireData tire;
int32 tireIndex = WheelTireTypes.Find(wheel.TireFrictionScale);
if (tireIndex == -1)
{
// New tire type
tireIndex = WheelTireTypes.Count();
WheelTireTypes.Add(wheel.TireFrictionScale);
WheelTireFrictionsDirty = true;
}
tire.mType = tireIndex;
tire.mLatStiffX = wheel.TireLateralMax;
tire.mLatStiffY = wheel.TireLateralStiffness;
tire.mLongitudinalStiffnessPerUnitGravity = wheel.TireLongitudinalStiffness;
wheelsSimData->setTireData(i, tire);
// Update wheel data
PxVehicleWheelData wheelData;
wheelData.mMass = wheel.Mass;
wheelData.mRadius = wheel.Radius;
wheelData.mWidth = wheel.Width;
wheelData.mMOI = 0.5f * wheelData.mMass * Math::Square(wheelData.mRadius);
wheelData.mDampingRate = M2ToCm2(wheel.DampingRate);
wheelData.mMaxSteer = wheel.MaxSteerAngle * DegreesToRadians;
wheelData.mMaxBrakeTorque = M2ToCm2(wheel.MaxBrakeTorque);
wheelData.mMaxHandBrakeTorque = M2ToCm2(wheel.MaxHandBrakeTorque);
wheelsSimData->setWheelData(i, wheelData);
}
}
void PhysicsBackend::SetVehicleGearbox(void* vehicle, const void* value)
{
auto drive = (PxVehicleDrive*)vehicle;

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@@ -245,6 +245,7 @@ public:
// Vehicles
static void* CreateVehicle(class WheeledVehicle* actor);
static void DestroyVehicle(void* vehicle, int32 driveType);
static void UpdateVehicleWheels(WheeledVehicle* actor);
static void SetVehicleGearbox(void* vehicle, const void* value);
static int32 GetVehicleTargetGear(void* vehicle);
static void SetVehicleTargetGear(void* vehicle, int32 value);

View File

@@ -732,6 +732,10 @@ void PhysicsBackend::DestroyVehicle(void* vehicle, int32 driveType)
{
}
void PhysicsBackend::UpdateVehicleWheels(WheeledVehicle* actor)
{
}
void PhysicsBackend::SetVehicleGearbox(void* vehicle, const void* value)
{
}