195 lines
8.7 KiB
C++
195 lines
8.7 KiB
C++
//
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// Copyright (c) 2008-2020 the Urho3D project.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#include <Urho3D/Core/Context.h>
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#include <Urho3D/Graphics/Material.h>
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#include <Urho3D/Graphics/Model.h>
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#include <Urho3D/Graphics/StaticModel.h>
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#include <Urho3D/Physics/CollisionShape.h>
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#include <Urho3D/Physics/Constraint.h>
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#include <Urho3D/Physics/PhysicsEvents.h>
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#include <Urho3D/Physics/PhysicsWorld.h>
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#include <Urho3D/Physics/RigidBody.h>
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#include <Urho3D/Resource/ResourceCache.h>
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#include <Urho3D/Scene/Scene.h>
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#include "Vehicle.h"
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Vehicle::Vehicle(Context* context) :
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LogicComponent(context)
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{
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// Only the physics update event is needed: unsubscribe from the rest for optimization
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SetUpdateEventMask(USE_FIXEDUPDATE);
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}
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void Vehicle::RegisterObject(Context* context)
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{
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context->RegisterFactory<Vehicle>();
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URHO3D_ATTRIBUTE("Controls Yaw", float, controls_.yaw_, 0.0f, AM_DEFAULT);
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URHO3D_ATTRIBUTE("Controls Pitch", float, controls_.pitch_, 0.0f, AM_DEFAULT);
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URHO3D_ATTRIBUTE("Steering", float, steering_, 0.0f, AM_DEFAULT);
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// Register wheel node IDs as attributes so that the wheel nodes can be reaquired on deserialization. They need to be tagged
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// as node ID's so that the deserialization code knows to rewrite the IDs in case they are different on load than on save
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URHO3D_ATTRIBUTE("Front Left Node", unsigned, frontLeftID_, 0, AM_DEFAULT | AM_NODEID);
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URHO3D_ATTRIBUTE("Front Right Node", unsigned, frontRightID_, 0, AM_DEFAULT | AM_NODEID);
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URHO3D_ATTRIBUTE("Rear Left Node", unsigned, rearLeftID_, 0, AM_DEFAULT | AM_NODEID);
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URHO3D_ATTRIBUTE("Rear Right Node", unsigned, rearRightID_, 0, AM_DEFAULT | AM_NODEID);
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}
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void Vehicle::ApplyAttributes()
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{
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// This function is called on each Serializable after the whole scene has been loaded. Reacquire wheel nodes from ID's
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// as well as all required physics components
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Scene* scene = GetScene();
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frontLeft_ = scene->GetNode(frontLeftID_);
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frontRight_ = scene->GetNode(frontRightID_);
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rearLeft_ = scene->GetNode(rearLeftID_);
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rearRight_ = scene->GetNode(rearRightID_);
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hullBody_ = node_->GetComponent<RigidBody>();
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GetWheelComponents();
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}
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void Vehicle::FixedUpdate(float timeStep)
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{
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float newSteering = 0.0f;
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float accelerator = 0.0f;
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// Read controls
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if (controls_.buttons_ & CTRL_LEFT)
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newSteering = -1.0f;
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if (controls_.buttons_ & CTRL_RIGHT)
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newSteering = 1.0f;
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if (controls_.buttons_ & CTRL_FORWARD)
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accelerator = 1.0f;
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if (controls_.buttons_ & CTRL_BACK)
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accelerator = -0.5f;
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// When steering, wake up the wheel rigidbodies so that their orientation is updated
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if (newSteering != 0.0f)
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{
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frontLeftBody_->Activate();
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frontRightBody_->Activate();
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steering_ = steering_ * 0.95f + newSteering * 0.05f;
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}
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else
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steering_ = steering_ * 0.8f + newSteering * 0.2f;
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// Set front wheel angles
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Quaternion steeringRot(0, steering_ * MAX_WHEEL_ANGLE, 0);
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frontLeftAxis_->SetOtherAxis(steeringRot * Vector3::LEFT);
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frontRightAxis_->SetOtherAxis(steeringRot * Vector3::RIGHT);
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Quaternion hullRot = hullBody_->GetRotation();
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if (accelerator != 0.0f)
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{
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// Torques are applied in world space, so need to take the vehicle & wheel rotation into account
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Vector3 torqueVec = Vector3(ENGINE_POWER * accelerator, 0.0f, 0.0f);
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frontLeftBody_->ApplyTorque(hullRot * steeringRot * torqueVec);
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frontRightBody_->ApplyTorque(hullRot * steeringRot * torqueVec);
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rearLeftBody_->ApplyTorque(hullRot * torqueVec);
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rearRightBody_->ApplyTorque(hullRot * torqueVec);
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}
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// Apply downforce proportional to velocity
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Vector3 localVelocity = hullRot.Inverse() * hullBody_->GetLinearVelocity();
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hullBody_->ApplyForce(hullRot * Vector3::DOWN * Abs(localVelocity.z_) * DOWN_FORCE);
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}
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void Vehicle::Init()
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{
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// This function is called only from the main program when initially creating the vehicle, not on scene load
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auto* cache = GetSubsystem<ResourceCache>();
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auto* hullObject = node_->CreateComponent<StaticModel>();
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hullBody_ = node_->CreateComponent<RigidBody>();
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auto* hullShape = node_->CreateComponent<CollisionShape>();
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node_->SetScale(Vector3(1.5f, 1.0f, 3.0f));
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hullObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
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hullObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
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hullObject->SetCastShadows(true);
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hullShape->SetBox(Vector3::ONE);
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hullBody_->SetMass(4.0f);
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hullBody_->SetLinearDamping(0.2f); // Some air resistance
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hullBody_->SetAngularDamping(0.5f);
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hullBody_->SetCollisionLayer(1);
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InitWheel("FrontLeft", Vector3(-0.6f, -0.4f, 0.3f), frontLeft_, frontLeftID_);
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InitWheel("FrontRight", Vector3(0.6f, -0.4f, 0.3f), frontRight_, frontRightID_);
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InitWheel("RearLeft", Vector3(-0.6f, -0.4f, -0.3f), rearLeft_, rearLeftID_);
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InitWheel("RearRight", Vector3(0.6f, -0.4f, -0.3f), rearRight_, rearRightID_);
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GetWheelComponents();
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}
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void Vehicle::InitWheel(const String& name, const Vector3& offset, WeakPtr<Node>& wheelNode, unsigned& wheelNodeID)
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{
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auto* cache = GetSubsystem<ResourceCache>();
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// Note: do not parent the wheel to the hull scene node. Instead create it on the root level and let the physics
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// constraint keep it together
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wheelNode = GetScene()->CreateChild(name);
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wheelNode->SetPosition(node_->LocalToWorld(offset));
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wheelNode->SetRotation(node_->GetRotation() * (offset.x_ >= 0.0 ? Quaternion(0.0f, 0.0f, -90.0f) :
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Quaternion(0.0f, 0.0f, 90.0f)));
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wheelNode->SetScale(Vector3(0.8f, 0.5f, 0.8f));
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// Remember the ID for serialization
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wheelNodeID = wheelNode->GetID();
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auto* wheelObject = wheelNode->CreateComponent<StaticModel>();
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auto* wheelBody = wheelNode->CreateComponent<RigidBody>();
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auto* wheelShape = wheelNode->CreateComponent<CollisionShape>();
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auto* wheelConstraint = wheelNode->CreateComponent<Constraint>();
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wheelObject->SetModel(cache->GetResource<Model>("Models/Cylinder.mdl"));
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wheelObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
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wheelObject->SetCastShadows(true);
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wheelShape->SetSphere(1.0f);
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wheelBody->SetFriction(1.0f);
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wheelBody->SetMass(1.0f);
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wheelBody->SetLinearDamping(0.2f); // Some air resistance
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wheelBody->SetAngularDamping(0.75f); // Could also use rolling friction
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wheelBody->SetCollisionLayer(1);
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wheelConstraint->SetConstraintType(CONSTRAINT_HINGE);
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wheelConstraint->SetOtherBody(GetComponent<RigidBody>()); // Connect to the hull body
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wheelConstraint->SetWorldPosition(wheelNode->GetPosition()); // Set constraint's both ends at wheel's location
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wheelConstraint->SetAxis(Vector3::UP); // Wheel rotates around its local Y-axis
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wheelConstraint->SetOtherAxis(offset.x_ >= 0.0 ? Vector3::RIGHT : Vector3::LEFT); // Wheel's hull axis points either left or right
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wheelConstraint->SetLowLimit(Vector2(-180.0f, 0.0f)); // Let the wheel rotate freely around the axis
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wheelConstraint->SetHighLimit(Vector2(180.0f, 0.0f));
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wheelConstraint->SetDisableCollision(true); // Let the wheel intersect the vehicle hull
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}
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void Vehicle::GetWheelComponents()
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{
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frontLeftAxis_ = frontLeft_->GetComponent<Constraint>();
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frontRightAxis_ = frontRight_->GetComponent<Constraint>();
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frontLeftBody_ = frontLeft_->GetComponent<RigidBody>();
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frontRightBody_ = frontRight_->GetComponent<RigidBody>();
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rearLeftBody_ = rearLeft_->GetComponent<RigidBody>();
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rearRightBody_ = rearRight_->GetComponent<RigidBody>();
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}
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