function automobiles_lib.putAngleOnRange(angle) local n_angle = angle/360 n_angle = (n_angle - math.floor(n_angle))*360 if n_angle < -180 then n_angle = n_angle + 360 end if n_angle > 180 then n_angle = n_angle - 360 end return n_angle end function automobiles_lib.pid_controller(current_value, setpoint, last_error, delta_t, kp, ki, kd) kp = kp or 0 ki = ki or 0.00000000000001 kd = kd or 0.05 delta_t = delta_t or 0.100; ti = kp/ki td = kd/kp local _error = setpoint - current_value local derivative = _error - last_error --local output = kpv*erro + (kpv/Tiv)*I + kpv*Tdv*((erro - erro_passado)/delta_t); if integrative == nil then integrative = 0 end integrative = integrative + (((_error + last_error)/delta_t)/2); local output = kp*_error + (kp/ti)*integrative + kp * td*((_error - last_error)/delta_t) last_error = _error return output, last_error end -- Função para calcular ângulos de pitch e roll local function get_vehicle_pitch_roll(pos, wheels, yaw) local world = vector.new() --core.chat_send_all(dump(wheels)) --rotacionando as posições das rodas for i = 1,4,1 do local orig_x = wheels[i].x local orig_z = wheels[i].z wheels[i].x = (orig_x * math.cos(yaw)) - (orig_z * math.sin(yaw)) wheels[i].z = (orig_x * math.sin(yaw)) + (orig_z * math.cos(yaw)) end --core.chat_send_all(dump(wheels)) local points = {} -- Obter altura do terreno para cada roda for i, wheel in ipairs(wheels) do world.x = pos.x + wheel.x world.y = pos.y + wheel.y world.z = pos.z + wheel.z local height = automobiles_lib.get_obstacle({x=world.x,y=world.y,z=world.z}).y or 0 table.insert(points, {x = world.x, y = height, z = world.z}) end -- Calcular os coeficientes do plano Ax + By + Cz + D = 0 local x1, y1, z1 = points[1].x, points[1].y, points[1].z local x2, y2, z2 = points[2].x, points[2].y, points[2].z local x3, y3, z3 = points[3].x, points[3].y, points[3].z local x4, y4, z4 = points[4].x, points[4].y, points[4].z -- Criamos dois vetores a partir das quatro rodas local v1 = {x = x2 - x1, y = y2 - y1, z = z2 - z1} local v2 = {x = x3 - x1, y = y3 - y1, z = z3 - z1} local v3 = {x = x4 - x1, y = y4 - y1, z = z4 - z1} -- Tiramos a média do produto vetorial entre os três vetores local normal1 = { x = v1.y * v2.z - v1.z * v2.y, y = v1.z * v2.x - v1.x * v2.z, z = v1.x * v2.y - v1.y * v2.x } local normal2 = { x = v1.y * v3.z - v1.z * v3.y, y = v1.z * v3.x - v1.x * v3.z, z = v1.x * v3.y - v1.y * v3.x } -- Média das duas normais para melhor precisão local normal = { x = (normal1.x + normal2.x) / 2, y = (normal1.y + normal2.y) / 2, z = (normal1.z + normal2.z) / 2 } -- Normalizar o vetor normal local magnitude = math.sqrt(normal.x^2 + normal.y^2 + normal.z^2) if magnitude == 0 then return 0, 0 -- Retorna ângulos neutros se o cálculo falhar end normal.x = normal.x / magnitude normal.y = normal.y / magnitude normal.z = normal.z / magnitude --core.chat_send_all("normal2 "..dump(normal).."\nmagnitude: "..magnitude) -- Criar um vetor de direção do veículo (da traseira para a frente) local forward = { x = (wheels[1].x + wheels[2].x) / 2 - (wheels[3].x + wheels[4].x) / 2, z = (wheels[1].z + wheels[2].z) / 2 - (wheels[3].z + wheels[4].z) / 2 } -- Normalizar o vetor de direção local magnitude_forward = math.sqrt(forward.x^2 + forward.z^2) forward.x = forward.x / magnitude_forward forward.z = forward.z / magnitude_forward -- Descobrir se o veículo está apontando para frente ou para trás no eixo Z local direction_z = forward.z >= 0 and -1 or 1 -- Descobrir se o veículo está apontando para direita/esquerda no eixo X local direction_x = forward.x >= 0 and -1 or 1 -- Verificar qual eixo está "apontado para frente" local dominantX = math.abs(forward.x) > math.abs(forward.z) local pitch, roll local m, n if dominantX then -- Calcular ângulos de pitch e roll m = normal.x/normal.y pitch = math.atan(m) * direction_x if pitch ~= pitch then pitch = 0 end n = normal.z/normal.y roll = math.atan(n) * direction_x if roll ~= roll then roll = 0 end else -- Calcular ângulos de pitch e roll m = normal.z/normal.y pitch = math.atan(m) * direction_z if pitch ~= pitch then pitch = 0 end n = normal.x/normal.y roll = math.atan(n) * direction_z * -1 if roll ~= roll then roll = 0 end end --core.chat_send_all(dump("pitch "..math.deg(pitch).." - roll "..math.deg(roll))) return pitch, roll end local function get_nodedef_field(nodename, fieldname) if not minetest.registered_nodes[nodename] then return nil end return minetest.registered_nodes[nodename][fieldname] end --lets assume that the rear axis is at object center, so we will use the distance only for front wheels function automobiles_lib.ground_get_distances(self, radius, axis_distance) --local mid_axis = (axis_length / 2)/10 local hip = axis_distance --minetest.chat_send_all("entre-eixo "..hip) local pitch = self._pitch --+90 for the calculations local yaw = self.object:get_yaw() local deg_yaw = math.deg(yaw) local yaw_turns = math.floor(deg_yaw / 360) deg_yaw = deg_yaw - (yaw_turns * 360) yaw = math.rad(deg_yaw) local pos = self.object:get_pos() local front_wheel_x = self._front_wheel_xpos / 10 if math.abs(front_wheel_x) < 0.01 then front_wheel_x = 0.01 end --pra não anular as normals local rear_wheel_x = self._rear_wheel_xpos / 10 if math.abs(rear_wheel_x) < 0.01 then rear_wheel_x = 0.01 end --pra não anular as normals local wheels = { {x = -front_wheel_x, y = 0, z = axis_distance}, -- Roda frontal esquerda {x = front_wheel_x, y = 0, z = axis_distance}, -- Roda frontal direita {x = -rear_wheel_x, y = 0, z = -axis_distance}, -- Roda traseira esquerda {x = rear_wheel_x, y = 0, z = -axis_distance} -- Roda traseira direita } --retornando pitch e roll local pitch, roll = get_vehicle_pitch_roll(pos, wheels, yaw) if not self._last_pitch then self._last_pitch = pitch end --[[ * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast` * Creates a `Raycast` object. * `pos1`: start of the ray * `pos2`: end of the ray * `objects`: if false, only nodes will be returned. Default is `true`. * `liquids`: if false, liquid nodes won't be returned. Default is `false`. ]]-- if 1 then local pos_elevation = 1 local f_x, f_z = automobiles_lib.get_xz_from_hipotenuse(pos.x, pos.z, yaw, axis_distance) local f_y = pos.y + pos_elevation local end_pos = {x=f_x, y=f_y, z=f_z} local initial_pos = vector.new(pos) initial_pos.y = initial_pos.y + pos_elevation local cast = minetest.raycast(initial_pos, end_pos, true, false) local thing = cast:next() while thing do if thing.type == "node" then local pos = thing.intersection_point if pos then local nodename = minetest.get_node(thing.under).name local drawtype = get_nodedef_field(nodename, "drawtype") if drawtype ~= "plantlike" then self.object:set_acceleration({x=0,y=0,z=0}) local oldvel = self.object:get_velocity() self.object:add_velocity(vector.subtract(vector.new(), oldvel)) pitch = math.rad(0) break end end end thing = cast:next() end end self._pitch = pitch -- math.rad(90) self._roll = roll -- math.rad(90) --core.chat_send_all(dump("pitch "..pitch.." - roll "..roll)) end function automobiles_lib.get_obstacle(ref_pos, ammount) ammount = ammount or -4 --lets clone the table local retval = {x=ref_pos.x, y=ref_pos.y, z=ref_pos.z} --minetest.chat_send_all("aa y: " .. dump(retval.y)) local i_pos = {x=ref_pos.x, y=ref_pos.y + 1, z=ref_pos.z} --minetest.chat_send_all("bb y: " .. dump(i_pos.y)) local y = automobiles_lib.eval_interception(i_pos, {x=i_pos.x, y=i_pos.y + ammount, z=i_pos.z}) retval.y = y --minetest.chat_send_all("y: " .. dump(ref_pos.y) .. " ye: ".. dump(retval.y)) return retval end function automobiles_lib.eval_interception(initial_pos, end_pos) local ret_y = nil local cast = minetest.raycast(initial_pos, end_pos, true, false) local thing = cast:next() while thing do if thing.type == "node" then local pos = thing.intersection_point if pos then local nodename = minetest.get_node(thing.under).name local drawtype = get_nodedef_field(nodename, "drawtype") if drawtype ~= "plantlike" then if initial_pos.y >= pos.y then ret_y = pos.y --minetest.chat_send_all("ray intercection: " .. dump(pos.y) .. " -- " .. nodename) end break end end end thing = cast:next() end return ret_y end function automobiles_lib.get_node_below(pos, dist) local node = minetest.get_node(pos) local pos_below = pos pos_below.y = pos_below.y - (dist + 0.1) local node_below = minetest.get_node(pos_below) return node_below end