using BEPUphysics.Constraints.TwoEntity.Motors;
using BEPUphysics.Entities.Prefabs;
using Microsoft.Xna.Framework;
using BEPUphysics.Entities;
using BEPUphysics.CollisionRuleManagement;
using BEPUphysics.Constraints.TwoEntity.Joints;
using BEPUphysics.Constraints.TwoEntity.JointLimits;
using Microsoft.Xna.Framework.Input;
using System;
using BEPUphysics.MathExtensions;
using BEPUphysics.Collidables;
namespace BEPUphysicsDemos.Demos.Tests
{
///
/// For random tests and general fiddling.
///
///
/// This demo type is initially excluded from the main list in the DemosGame.
/// To access it while playing the demos, add an entry to the demoTypes array for this TestDemo.
///
public class SuspensionCarDemo : StandardDemo
{
private readonly RevoluteMotor drivingMotor1;
private readonly RevoluteMotor drivingMotor2;
private readonly RevoluteMotor steeringMotor1;
private readonly RevoluteMotor steeringMotor2;
private float driveSpeed = 40;
private float maximumTurnAngle = MathHelper.Pi * .2f;
///
/// Constructs a new demo.
///
/// Game owning this demo.
public SuspensionCarDemo(DemosGame game)
: base(game)
{
game.Camera.Position = new Vector3(0, 2, 15);
game.Camera.Yaw = 0;
game.Camera.Pitch = 0;
Space.Add(new Box(new Vector3(0, -5, 0), 20, 1, 20));
var body = new Box(new Vector3(0, 0, 0), 4, .5f, 5, 20);
//body.CenterOfMassOffset = new Vector3(0, -.8f, 0);
Space.Add(body);
AddWheel(new Vector3(-1.8f, -1, 2.1f), body, out drivingMotor1, out steeringMotor1);
AddWheel(new Vector3(1.8f, -1, 2.1f), body, out drivingMotor1, out steeringMotor1);
//Just overwrite the driving motor/steering motor from the previous ones, these last two are the real ones we want.
AddWheel(new Vector3(-1.8f, -1, -2.1f), body, out drivingMotor1, out steeringMotor1);
AddWheel(new Vector3(1.8f, -1, -2.1f), body, out drivingMotor2, out steeringMotor2);
//x and y, in terms of heightmaps, refer to their local x and y coordinates. In world space, they correspond to x and z.
//Setup the heights of the terrain.
int xLength = 256;
int zLength = 256;
float xSpacing = 8f;
float zSpacing = 8f;
var heights = new float[xLength, zLength];
for (int i = 0; i < xLength; i++)
{
for (int j = 0; j < zLength; j++)
{
float x = i - xLength / 2;
float z = j - zLength / 2;
//heights[i,j] = (float)(x * y / 1000f);
heights[i, j] = (float)(10 * (Math.Sin(x / 8) + Math.Sin(z / 8)));
//heights[i,j] = 3 * (float)Math.Sin(x * y / 100f);
//heights[i,j] = (x * x * x * y - y * y * y * x) / 1000f;
}
}
//Create the terrain.
var terrain = new Terrain(heights, new AffineTransform(
new Vector3(xSpacing, 1, zSpacing),
Quaternion.Identity,
new Vector3(-xLength * xSpacing / 2, -10, -zLength * zSpacing / 2)));
//terrain.Thickness = 5; //Uncomment this and shoot some things at the bottom of the terrain! They'll be sucked up through the ground.
Space.Add(terrain);
game.ModelDrawer.Add(terrain);
}
void AddWheel(Vector3 wheelOffset, Entity body, out RevoluteMotor drivingMotor, out RevoluteMotor steeringMotor)
{
var wheel = new Cylinder(body.Position + wheelOffset, .2f, .5f, 10);
wheel.Material.KineticFriction = 2.5f;
wheel.Material.StaticFriction = 2.5f;
wheel.Orientation = Quaternion.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2);
//Preventing the occasional pointless collision pair can speed things up.
CollisionRules.AddRule(wheel, body, CollisionRule.NoBroadPhase);
//Connect the wheel to the body.
var pointOnLineJoint = new PointOnLineJoint(body, wheel, wheel.Position, Vector3.Down, wheel.Position);
var suspensionLimit = new LinearAxisLimit(body, wheel, wheel.Position, wheel.Position, Vector3.Down, -1, 0);
//This linear axis motor will give the suspension its springiness by pushing the wheels outward.
var suspensionSpring = new LinearAxisMotor(body, wheel, wheel.Position, wheel.Position, Vector3.Down);
suspensionSpring.Settings.Mode = MotorMode.Servomechanism;
suspensionSpring.Settings.Servo.Goal = 0;
suspensionSpring.Settings.Servo.SpringSettings.StiffnessConstant = 300;
suspensionSpring.Settings.Servo.SpringSettings.DampingConstant = 70;
var swivelHingeAngularJoint = new SwivelHingeAngularJoint(body, wheel, Vector3.Up, Vector3.Right);
//Motorize the wheel.
drivingMotor = new RevoluteMotor(body, wheel, Vector3.Left);
drivingMotor.Settings.VelocityMotor.Softness = .2f;
drivingMotor.Settings.MaximumForce = 150;
//Let it roll when the user isn't giving specific commands.
drivingMotor.IsActive = false;
steeringMotor = new RevoluteMotor(body, wheel, Vector3.Up);
steeringMotor.Settings.Mode = MotorMode.Servomechanism;
//The constructor makes a guess about how to set up the constraint.
//It can't always be right since it doesn't have all the information;
//in this case, it chooses the basis and test axis incorrectly.
//This leads to a 'flipping' behavior when the wheel is rolling
//(the test axis is 'rolling' with the wheel, and passes over
//a singularity which causes a flip).
//To fix this, we configure the constraint directly.
//The basis is aligned with how the wheel is set up; we choose 'up' as
//the motorized axis, and right/forward to define the angle measurement plane.
//The test axis is set to be perpendicular to the wheel's rotation so that
//it only measures the steering angle.
//If you're curious, the angle measurement is just a Math.Atan2.
//The current world test axis is dotted against the two plane axes (Right and Forward here).
//This gives an x and y value. These can be plugged into Atan2 just like when
//you compute an angle on a normal 2d graph.
steeringMotor.Basis.SetWorldAxes(Vector3.Up, Vector3.Right, Vector3.Forward);
steeringMotor.TestAxis = Vector3.Right;
//Add the wheel and connection to the space.
Space.Add(wheel);
Space.Add(pointOnLineJoint);
Space.Add(suspensionLimit);
Space.Add(suspensionSpring);
Space.Add(swivelHingeAngularJoint);
Space.Add(drivingMotor);
Space.Add(steeringMotor);
}
///
/// Gets the name of the simulation.
///
public override string Name
{
get { return "Suspension Car Demo"; }
}
public override void Update(float dt)
{
if (Game.KeyboardInput.IsKeyDown(Keys.NumPad8))
{
//Go forward
drivingMotor1.Settings.VelocityMotor.GoalVelocity = driveSpeed;
drivingMotor2.Settings.VelocityMotor.GoalVelocity = driveSpeed;
//The driving motors are disabled when no button is pressed, so need to turn it on.
drivingMotor1.IsActive = true;
drivingMotor2.IsActive = true;
}
else if (Game.KeyboardInput.IsKeyDown(Keys.NumPad5))
{
//Go backward
drivingMotor1.Settings.VelocityMotor.GoalVelocity = -driveSpeed;
drivingMotor2.Settings.VelocityMotor.GoalVelocity = -driveSpeed;
//The driving motors are disabled when no button is pressed, so need to turn it on.
drivingMotor1.IsActive = true;
drivingMotor2.IsActive = true;
}
else
{
//Let it roll.
drivingMotor1.IsActive = false;
drivingMotor2.IsActive = false;
}
if (Game.KeyboardInput.IsKeyDown(Keys.NumPad4))
{
//Turn left
steeringMotor1.Settings.Servo.Goal = maximumTurnAngle;
steeringMotor2.Settings.Servo.Goal = maximumTurnAngle;
}
else if (Game.KeyboardInput.IsKeyDown(Keys.NumPad6))
{
//Turn right
steeringMotor1.Settings.Servo.Goal = -maximumTurnAngle;
steeringMotor2.Settings.Servo.Goal = -maximumTurnAngle;
}
else
{
//Face forward
steeringMotor1.Settings.Servo.Goal = 0;
steeringMotor2.Settings.Servo.Goal = 0;
}
base.Update(dt);
}
public override void DrawUI()
{
base.DrawUI();
}
}
}