wheeled vehicle downforce aug. applies a spoiler effect

This commit is contained in:
AzaezelX 2025-02-28 19:20:21 -06:00
parent ccbcf7a862
commit 69a0c40795
2 changed files with 21 additions and 1 deletions

View file

@ -315,6 +315,7 @@ WheeledVehicleData::WheeledVehicleData()
dMemset(&wheel, 0, sizeof(wheel));
for (S32 i = 0; i < MaxSounds; i++)
INIT_SOUNDASSET_ARRAY(WheeledVehicleSounds, i);
mDownForce = 0;
}
@ -477,6 +478,8 @@ void WheeledVehicleData::initPersistFields()
addField("brakeTorque", TypeF32, Offset(brakeTorque, WheeledVehicleData),
"@brief Torque applied when braking.\n\n"
"This controls how fast the vehicle will stop when the brakes are applied." );
addField("downforce", TypeF32, Offset(mDownForce, WheeledVehicleData),
"downward force based on velocity.");
endGroup("Steering");
}
@ -500,6 +503,7 @@ void WheeledVehicleData::packData(BitStream* stream)
stream->write(engineTorque);
stream->write(engineBrake);
stream->write(brakeTorque);
stream->write(mDownForce);
}
void WheeledVehicleData::unpackData(BitStream* stream)
@ -519,6 +523,7 @@ void WheeledVehicleData::unpackData(BitStream* stream)
stream->read(&engineTorque);
stream->read(&engineBrake);
stream->read(&brakeTorque);
stream->read(&mDownForce);
}
@ -920,6 +925,18 @@ void WheeledVehicle::updateForces(F32 dt)
Wheel* wend = &mWheel[mDataBlock->wheelCount];
mRigid.clearForces();
//calculate here so we can stiffen the springs a bit based on
//the final amount of downforce
//get the speed
F32 downForce = mRigid.linVelocity.lenSquared() <= 1 ? 1 : mRigid.linVelocity.lenSquared();
//grab the datablock var
downForce *= mDataBlock->mDownForce;
//make it a smaller number so we can multiply gravity by it
downForce = mSqrt(downForce);
downForce *= TickSec;
//ensure that it is not smaller then one, cause mulltiplying gravity by fractions is baaaad
downForce = downForce < 1 ? 1 : downForce;
// Calculate vertical load for friction. Divide up the spring
// forces across all the wheels that are in contact with
// the ground.
@ -955,6 +972,8 @@ void WheeledVehicle::updateForces(F32 dt)
// Spring force & damping
F32 spring = wheel->spring->force * (1 - wheel->extension);
spring += (spring * downForce);
if (wheel->extension == 0) //spring fully compressed
{
// Apply impulses to the rigid body to keep it from
@ -1110,7 +1129,7 @@ void WheeledVehicle::updateForces(F32 dt)
mRigid.force += mAppliedForce;
// Container drag & buoyancy
mRigid.force += Point3F(0, 0, mRigid.mass * mNetGravity);
mRigid.force += Point3F(0, 0, mRigid.mass * mNetGravity * downForce);
mRigid.force -= mRigid.linVelocity * mDrag;
mRigid.torque -= mRigid.angMomentum * mDrag;

View file

@ -141,6 +141,7 @@ struct WheeledVehicleData: public VehicleData
ClippedPolyList rigidBody; // Extracted from shape
S32 brakeLightSequence; // Brakes
S32 steeringSequence; // Steering animation
F32 mDownForce;
//
WheeledVehicleData();