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Unigine Basics
1. Introduction
2. Managing Virtual Worlds
3. Preparing 3D Models
4. Materials
5. Cameras and Lighting
6. Implementing Application Logic
7. Making Cutscenes and Recording Videos
8. Preparing Your Project for Release
9. Physics
10. Optimization Basics
11. PROJECT2: First-Person Shooter
13. PROJECT4: VR Application With Simple Interaction

Implementing Vehicle Physics

Now let's move on to bringing the main character to life. Create a new C++ component named Car to control the physical model of the car.

The component will provide a set of vehicle parameters and functions according to which the wheels will rotate and the motors embedded in the wheel joints will be activated.

Car.h
#pragma once
#include <UnigineComponentSystem.h>
#include <UniginePhysics.h>
class Car : public Unigine::ComponentBase
{
public:
	// component constructor and the list of methods
	COMPONENT_DEFINE(Car, ComponentBase)
	// -------------------------------
	COMPONENT_INIT(init);
	COMPONENT_UPDATE(update);
	COMPONENT_UPDATE_PHYSICS(updatePhysics);

	enum MOVE_DIRECTION
	{
		FORWARD,
		REVERSE,
	};

	// vehicle parameters: acceleration, maximum speed, and wheel turning angle, torque
	PROP_PARAM(Float, acceleration, 50.0f);
	PROP_PARAM(Float, max_velocity, 90.0f);
	PROP_PARAM(Float, default_torque, 5.0f);

	// car body length and width
	PROP_PARAM(Float, car_base, 3.0f);
	PROP_PARAM(Float, car_width, 2.0f);

	// speed of accelerating, braking, and turning
	PROP_PARAM(Float, throttle_speed, 2.0f);
	PROP_PARAM(Float, brake_speed, 1.2f);
	PROP_PARAM(Float, wheel_speed, 2.0f);

	// service and hand brake force
	PROP_PARAM(Float, brake_damping, 8.0f);
	PROP_PARAM(Float, hand_brake_damping, 30.0f);

	// wheel joints
	PROP_PARAM(Node, wheel_fl, nullptr);
	PROP_PARAM(Node, wheel_fr, nullptr);
	PROP_PARAM(Node, wheel_rl, nullptr);
	PROP_PARAM(Node, wheel_rr, nullptr);

	// references to light nodes: brake and reverse light
	PROP_PARAM(Node, brake_light, nullptr);
	PROP_PARAM(Node, reverse_light, nullptr);

	// define the desired and current values for throttle, brake, steering wheel and hand brake
	void setThrottle(float value);
	void setBrake(float value);
	void setWheelPosition(float value);
	void setHandBrake(float value);

	// method for the instant car relocation, returns the car to the initial position
	void reset(Unigine::Math::mat4 transform);

	// method for changing the driving mode, it also controls the reverse light
	void setMoveDirection(MOVE_DIRECTION value);
	MOVE_DIRECTION getCurrentMoveDirection() { return current_move_direction; };

	// get speed immediately in km/h
	float getSpeed() { return carBodyRigid->getLinearVelocity().length() * 3.6f; }

private:
	float max_turn_angle = 30.0f;

	// wheel joints
	Unigine::JointWheelPtr joint_wheel_fl = nullptr;
	Unigine::JointWheelPtr joint_wheel_fr = nullptr;
	Unigine::JointWheelPtr joint_wheel_rl = nullptr;
	Unigine::JointWheelPtr joint_wheel_rr = nullptr;

	// define the desired and current values for throttle, brake, steering wheel, and hand brake
	float target_throttle = 0.0f;
	float target_brake = 0.0f;
	float target_wheel = 0.0f;
	float target_hand_brake = 0.0f;

	float current_throttle = 0.0f;
	float current_brake = 0.0f;
	float current_wheel = 0.0f;
	float current_hand_brake = 0.0f;

	// by default, the car moves in the Forward direction
	MOVE_DIRECTION current_move_direction = MOVE_DIRECTION::FORWARD;

	// variables for current rotation speed, torque and turn angle
	float current_velocity = 0.0f;
	float current_torque = 0.0f;
	float current_turn_angle = 0.0f;

	// car physical body
	Unigine::BodyRigidPtr carBodyRigid = nullptr;

protected:
	// main loop overrides
	void init();
	void update();
	void updatePhysics();
};
Car.cpp
#include "Car.h"

#include <UnigineGame.h>
using namespace Unigine;
using namespace Math;

REGISTER_COMPONENT(Car);

float moveTowards(float current, float target, float max_delta)
{
	if (Math::abs(target - current) <= max_delta)
		return target;
	return current + Math::sign(target - current) * max_delta;
}

void Car::init()
{
	// at initialization, we get wheel joints and car physical body
	if (wheel_rl)
		joint_wheel_rl = checked_ptr_cast<JointWheel>(wheel_rl->getObjectBody()->getJoint(0));

	if (wheel_rr)
		joint_wheel_rr = checked_ptr_cast<JointWheel>(wheel_rr->getObjectBody()->getJoint(0));

	if (wheel_fl)
		joint_wheel_fl = checked_ptr_cast<JointWheel>(wheel_fl->getObjectBody()->getJoint(0));

	if (wheel_fr)
		joint_wheel_fr = checked_ptr_cast<JointWheel>(wheel_fr->getObjectBody()->getJoint(0));

	carBodyRigid = node->getObjectBodyRigid();
}

void Car::update()
{
	// get the time it took to render the previous frame in order to be independent from FPS
	float deltaTime = Game::getIFps();

	// smoothly change the current throttle, brake, and steering position towards the required values
	current_throttle = moveTowards(current_throttle, target_throttle, throttle_speed * deltaTime);
	current_brake = moveTowards(current_brake, target_brake, brake_speed * deltaTime);
	current_wheel = moveTowards(current_wheel, target_wheel, wheel_speed * deltaTime);
	current_hand_brake = moveTowards(current_hand_brake, target_hand_brake, brake_speed * deltaTime);

	// enable the brake light node if the brake is activated (value greater than ~zero)
	if (brake_light.get() != nullptr)
		brake_light->setEnabled(target_brake > Math::Consts::EPS);
	// the current torque value is calculated as the product of the throttle position and the standard multiplier
	current_torque = default_torque * current_throttle;

	// when the throttle is pressed
	if (current_throttle > Math::Consts::EPS)
	{
		// current angular velocity of wheels changes according to acceleration and motion direction
		current_velocity += deltaTime * Math::lerp(0.0f, acceleration, current_throttle) * (current_move_direction == MOVE_DIRECTION::FORWARD ? 1.0f : -1.0f);
	}
	else
	{
		// otherwise decrease the speed exponentially
		current_velocity *= Math::exp(-deltaTime);
	}

	// calculate the brake force depending on the current brake intensity
	float damping = Math::lerp(0.0f, brake_damping, current_brake);
	float rdamping = Math::lerp(0.0f, hand_brake_damping, current_hand_brake);
	// apply braking for all wheels, hand brake is also applied for the rear wheels
	joint_wheel_fl->setAngularDamping(damping);
	joint_wheel_fr->setAngularDamping(damping);
	joint_wheel_rl->setAngularDamping(Math::max(damping, rdamping));
	joint_wheel_rr->setAngularDamping(Math::max(damping, rdamping));

	// calculate the current angular velocity and angle of rotation, limited by the extreme values
	current_velocity = Math::clamp(current_velocity, -max_velocity, max_velocity);
	current_turn_angle = Math::lerp(-max_turn_angle, max_turn_angle, Math::clamp(0.5f + current_wheel * 0.5f, 0.0f, 1.0f));

	// simulate differential for the front axle: the wheels should turn by different angles
	float angle_0 = current_turn_angle;
	float angle_1 = current_turn_angle;
	if (Math::abs(current_turn_angle) > Math::Consts::EPS)
	{
		float radius = car_base / Math::tan(current_turn_angle * Math::Consts::DEG2RAD);
		float radius_0 = radius - car_width * 0.5f;
		float radius_1 = radius + car_width * 0.5f;

		angle_0 = Math::atan(car_base / radius_0) * Math::Consts::RAD2DEG;
		angle_1 = Math::atan(car_base / radius_1) * Math::Consts::RAD2DEG;
	}
	// apply rotation for both front wheels using the rotation matrix along the Z axis
	joint_wheel_fr->setAxis10(Math::rotateZ(angle_1).getColumn3(0));
	joint_wheel_fl->setAxis10(Math::rotateZ(angle_0).getColumn3(0));
}

// it is important to change the parameters of physical objects in the UpdatePhysics method
void Car::updatePhysics()
{
	// apply the calculated values of wheels angular velocity and torque
	// all 4 wheels have a 'motor', i.e. the car is all-wheel drive
	joint_wheel_fl->setAngularVelocity(current_velocity);
	joint_wheel_fr->setAngularVelocity(current_velocity);

	joint_wheel_fl->setAngularTorque(current_torque);
	joint_wheel_fr->setAngularTorque(current_torque);

	joint_wheel_rl->setAngularVelocity(current_velocity);
	joint_wheel_rr->setAngularVelocity(current_velocity);

	joint_wheel_rl->setAngularTorque(current_torque);
	joint_wheel_rr->setAngularTorque(current_torque);
}

// add methods to control the car: throttle, brake, steering wheel turning, and hand brake
void Car::setThrottle(float value)
{
	target_throttle = Math::clamp(value, 0.0f, 1.0f);
}

void Car::setBrake(float value)
{
	target_brake = Math::clamp(value, 0.0f, 1.0f);
}

void Car::setWheelPosition(float value)
{
	target_wheel = Math::clamp(value, -1.0f, 1.0f);
}

void Car::setHandBrake(float value)
{
	target_hand_brake = Math::clamp(value, -1.0f, 1.0f);
}

// method for changing the driving mode, it also controls the reverse light
void Car::setMoveDirection(Car::MOVE_DIRECTION value)
{
	if (current_move_direction == value)
		return;
	current_velocity = 0.0f;
	current_move_direction = value;
	if (reverse_light.get() != nullptr)
		reverse_light->setEnabled(current_move_direction == Car::MOVE_DIRECTION::REVERSE);
}

// method for the instant car relocation, returns the car to the initial position
void Car::reset(Math::mat4 transform)
{
	node->setWorldTransform(transform);
	node->getObjectBodyRigid()->setLinearVelocity(Vec3_zero);
	node->getObjectBodyRigid()->setAngularVelocity(Vec3_zero);
	current_velocity = 0.0f;
}
Last update: 2024-12-13
Build: ()