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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/jolt_physics/Jolt/Physics/Vehicle/VehicleTransmission.h
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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#include <Jolt/ObjectStream/SerializableObject.h>
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#include <Jolt/Core/StreamIn.h>
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#include <Jolt/Core/StreamOut.h>
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#include <Jolt/Physics/StateRecorder.h>
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JPH_NAMESPACE_BEGIN
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/// How gears are shifted
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enum class ETransmissionMode : uint8
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{
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Auto, ///< Automatically shift gear up and down
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Manual, ///< Manual gear shift (call SetTransmissionInput)
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};
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/// Configuration for the transmission of a vehicle (gear box)
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class JPH_EXPORT VehicleTransmissionSettings
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{
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JPH_DECLARE_SERIALIZABLE_NON_VIRTUAL(JPH_EXPORT, VehicleTransmissionSettings)
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public:
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/// Saves the contents in binary form to inStream.
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void SaveBinaryState(StreamOut &inStream) const;
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/// Restores the contents in binary form to inStream.
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void RestoreBinaryState(StreamIn &inStream);
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ETransmissionMode mMode = ETransmissionMode::Auto; ///< How to switch gears
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Array<float> mGearRatios { 2.66f, 1.78f, 1.3f, 1.0f, 0.74f }; ///< Ratio in rotation rate between engine and gear box, first element is 1st gear, 2nd element 2nd gear etc.
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Array<float> mReverseGearRatios { -2.90f }; ///< Ratio in rotation rate between engine and gear box when driving in reverse
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float mSwitchTime = 0.5f; ///< How long it takes to switch gears (s), only used in auto mode
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float mClutchReleaseTime = 0.3f; ///< How long it takes to release the clutch (go to full friction), only used in auto mode
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float mSwitchLatency = 0.5f; ///< How long to wait after releasing the clutch before another switch is attempted (s), only used in auto mode
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float mShiftUpRPM = 4000.0f; ///< If RPM of engine is bigger then this we will shift a gear up, only used in auto mode
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float mShiftDownRPM = 2000.0f; ///< If RPM of engine is smaller then this we will shift a gear down, only used in auto mode
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float mClutchStrength = 10.0f; ///< Strength of the clutch when fully engaged. Total torque a clutch applies is Torque = ClutchStrength * (Velocity Engine - Avg Velocity Wheels At Clutch) (units: k m^2 s^-1)
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};
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/// Runtime data for transmission
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class JPH_EXPORT VehicleTransmission : public VehicleTransmissionSettings
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{
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public:
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/// Set input from driver regarding the transmission (only relevant when transmission is set to manual mode)
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/// @param inCurrentGear Current gear, -1 = reverse, 0 = neutral, 1 = 1st gear etc.
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/// @param inClutchFriction Value between 0 and 1 indicating how much friction the clutch gives (0 = no friction, 1 = full friction)
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void Set(int inCurrentGear, float inClutchFriction) { mCurrentGear = inCurrentGear; mClutchFriction = inClutchFriction; }
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/// Update the current gear and clutch friction if the transmission is in auto mode
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/// @param inDeltaTime Time step delta time in s
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/// @param inCurrentRPM Current RPM for engine
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/// @param inForwardInput Hint if the user wants to drive forward (> 0) or backwards (< 0)
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/// @param inCanShiftUp Indicates if we want to allow the transmission to shift up (e.g. pass false if wheels are slipping)
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void Update(float inDeltaTime, float inCurrentRPM, float inForwardInput, bool inCanShiftUp);
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/// Current gear, -1 = reverse, 0 = neutral, 1 = 1st gear etc.
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int GetCurrentGear() const { return mCurrentGear; }
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/// Value between 0 and 1 indicating how much friction the clutch gives (0 = no friction, 1 = full friction)
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float GetClutchFriction() const { return mClutchFriction; }
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/// If the auto box is currently switching gears
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bool IsSwitchingGear() const { return mGearSwitchTimeLeft > 0.0f; }
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/// Return the transmission ratio based on the current gear (ratio between engine and differential)
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float GetCurrentRatio() const;
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/// Only allow sleeping when the transmission is idle
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bool AllowSleep() const { return mGearSwitchTimeLeft <= 0.0f && mClutchReleaseTimeLeft <= 0.0f && mGearSwitchLatencyTimeLeft <= 0.0f; }
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/// Saving state for replay
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void SaveState(StateRecorder &inStream) const;
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void RestoreState(StateRecorder &inStream);
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private:
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int mCurrentGear = 0; ///< Current gear, -1 = reverse, 0 = neutral, 1 = 1st gear etc.
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float mClutchFriction = 1.0f; ///< Value between 0 and 1 indicating how much friction the clutch gives (0 = no friction, 1 = full friction)
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float mGearSwitchTimeLeft = 0.0f; ///< When switching gears this will be > 0 and will cause the engine to not provide any torque to the wheels for a short time (used for automatic gear switching only)
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float mClutchReleaseTimeLeft = 0.0f; ///< After switching gears this will be > 0 and will cause the clutch friction to go from 0 to 1 (used for automatic gear switching only)
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float mGearSwitchLatencyTimeLeft = 0.0f; ///< After releasing the clutch this will be > 0 and will prevent another gear switch (used for automatic gear switching only)
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};
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JPH_NAMESPACE_END
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