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Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
879
Code/wwphys/vehiclephys.cpp
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879
Code/wwphys/vehiclephys.cpp
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@@ -0,0 +1,879 @@
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : WWPhys *
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* *
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* $Archive:: /Commando/Code/wwphys/vehiclephys.cpp $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Byon_g $*
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* *
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* $Modtime:: 12/12/01 10:37a $*
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* *
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* $Revision:: 26 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "vehiclephys.h"
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#include "chunkio.h"
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#include "persistfactory.h"
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#include "wwphysids.h"
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#include "wheel.h"
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#include "physcontrol.h"
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#include "octbox.h"
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#include "pscene.h"
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#include "wwprofile.h"
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#include "vehicledazzle.h"
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// Vehicles will sit rolled over for this long before exploding!
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const float EXPIRE_SECONDS = 4.0f;
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// HACK! when the engine is off, decimate the momentum each timestep by this fraction...
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const float PARKING_BRAKE_DAMPING = 0.5f;
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// max number of auxiliary graphical bones to support (e.g. engine flames)
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const int MAX_CAPTURED_BONE_COUNT = 4;
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const char * ENGINE_FLAME_BONE_NAME = "ENGINEFLAME";
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// Wheel parsing constants...
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const char * WHEELP_BONE_NAME = "WheelP"; // Position bone (contact patch)
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const char * WHEELC_BONE_NAME = "WheelC"; // Center bone (rotational center of the wheel)
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const char * WHEELF_BONE_NAME = "WheelF"; // Fork constraint bone (e.g. back wheel of a motorcycle)
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const char * WHEELT_BONE_NAME = "WheelT"; // Translation constraint bone (e.g. front wheel of a motorcycle)
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const int WHEEL_INDEX_CHAR0 = 6;
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const int WHEEL_INDEX_CHAR1 = 7;
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const int WHEEL_FLAG_CHAR0 = 8;
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// Wheel flags (begin appearing at character WHEEL_FLAG_CHAR0)
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const char WHEEL_FLAG_STEERING = 'S'; // wheel turns with steering
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const char WHEEL_FLAG_INV_STEERING = 'I'; // wheel turns opposite steering
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const char WHEEL_FLAG_TILT_STEERING = 'T'; // wheel turns when vehicle (bike) tilts
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const char WHEEL_FLAG_ENGINE = 'E'; // wheel is attached to engine
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const char WHEEL_FLAG_LEFT_TRACK = 'L'; // wheel is part of the left track
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const char WHEEL_FLAG_RIGHT_TRACK = 'R'; // wheel is part of the right track
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const char WHEEL_FLAG_FAKE = 'F'; // wheel is fake!
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/***********************************************************************************************
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**
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** VehiclePhysClass Implementation
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**
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***********************************************************************************************/
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bool VehiclePhysClass::_DisableVehicleSimulation = false;
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bool VehiclePhysClass::_DisableVehicleRendering = false;
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/*
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** Chunk Ids used by VehiclePhysClass
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*/
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enum
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{
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VEHICLEPHYS_CHUNK_RIGIDBODY = 405001445, // parent class
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VEHICLEPHYS_CHUNK_VARIABLES,
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VEHICLEPHYS_VARIABLE_ISENGINEON = 0,
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};
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VehiclePhysClass::VehiclePhysClass(void) :
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IsEngineOn(false),
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RealWheelCount(0),
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DriveWheelCount(0),
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EngineFlameBones(MAX_CAPTURED_BONE_COUNT),
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LastGoodPosition(1),
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ExpireTimer(EXPIRE_SECONDS)
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{
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for (int i=0; i<MAX_CAPTURED_BONE_COUNT; i++) {
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EngineFlameBones[i] = -1;
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}
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Enable_Shadow_Generation(true);
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}
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void VehiclePhysClass::Init(const VehiclePhysDefClass & def)
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{
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RigidBodyClass::Init(def);
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for (int i=0; i<MAX_CAPTURED_BONE_COUNT; i++) {
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EngineFlameBones[i] = -1;
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}
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Enable_Shadow_Generation(true);
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}
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void VehiclePhysClass::Definition_Changed(void)
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{
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RigidBodyClass::Definition_Changed();
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for (int i=0; i<Wheels.Length(); i++) {
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const VehiclePhysDefClass * def = Get_VehiclePhysDef();
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Wheels[i]->Set_Spring_Constant(def->Get_Spring_Constant());
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Wheels[i]->Set_Damping_Coefficient(def->Get_Damping_Constant());
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Wheels[i]->Set_Spring_Length(def->Get_Spring_Length());
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}
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}
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VehiclePhysClass::~VehiclePhysClass(void)
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{
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Release_Wheels();
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Release_Auxiliary_Bones();
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Release_Dazzles();
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}
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void VehiclePhysClass::Update_Wheels (void)
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{
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/*
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** update the wheels graphically
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*/
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Set_Stationary_Collision_Region();
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Inc_Ignore_Counter();
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for (int i=0; i<Wheels.Length(); i++) {
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Wheels[i]->Update_Model();
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}
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PhysicsSceneClass::Get_Instance()->Release_Collision_Region();
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Dec_Ignore_Counter();
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return ;
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}
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void VehiclePhysClass::Non_Physical_Wheel_Update(float suspension_fraction,float rotation)
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{
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for (int i=0; i<Wheels.Length(); i++) {
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Wheels[i]->Non_Physical_Update(suspension_fraction,rotation);
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}
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}
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void VehiclePhysClass::Render(RenderInfoClass & rinfo)
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{
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const VehiclePhysDefClass * def = Get_VehiclePhysDef();
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/*
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** update the wheels graphically
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*/
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Update_Wheels();
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/*
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** update the engine flames
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*/
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Matrix3D flame_tm(1);
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flame_tm.Translate_Z(-Get_Normalized_Engine_Flame() * def->EngineFlameLength);
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for (int ibone=0; ibone<MAX_CAPTURED_BONE_COUNT; ibone++) {
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if (EngineFlameBones[ibone] != -1) {
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Model->Control_Bone(EngineFlameBones[ibone],flame_tm);
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}
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}
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/*
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** Update the dazzles
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*/
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for (int idazzle=0; idazzle<Dazzles.Length(); idazzle++) {
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Dazzles[idazzle]->Pre_Render_Update(this);
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}
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/*
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** Pass on up!
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*/
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RigidBodyClass::Render(rinfo);
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}
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void VehiclePhysClass::Set_Model(RenderObjClass * model)
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{
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Release_Wheels();
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Release_Auxiliary_Bones();
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RigidBodyClass::Set_Model(model);
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Update_Cached_Model_Parameters();
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}
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float VehiclePhysClass::Compute_Approximate_Ride_Height(void)
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{
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float val = 0.0f;
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if (ContactBox != NULL) {
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OBBoxClass box;
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ContactBox->Get_Inner_Box(&box,Quaternion(1),Vector3(0,0,0));
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val += (box.Extent.Z - box.Center.Z);
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if (Wheels.Length() > 0) {
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val += 0.66f * Wheels[0]->Get_Spring_Length();
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} else {
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val += 0.6f;
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}
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} else {
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val = 1.0f;
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}
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return val;
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}
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void VehiclePhysClass::Timestep(float dt)
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{
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WWPROFILE("VehiclePhysClass::Timestep");
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int i;
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/*
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** Take a copy of our state for later "roll testing"
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*/
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RigidBodyStateStruct initial_state = State;
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/*
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** If the vehicle is not in use and it is on the ground, dampen the hell out of it
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*/
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#if 0
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int contact_count=0;
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for (i=0; i<Wheels.Length(); i++) {
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if ((Wheels[i] != NULL) && (Wheels[i]->Get_Flag(SuspensionElementClass::INCONTACT) == true)) {
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contact_count++;
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}
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}
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if ((contact_count >= 3) && (Is_Engine_Enabled() == false)) {
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State.LMomentum *= PARKING_BRAKE_DAMPING;
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State.AMomentum *= PARKING_BRAKE_DAMPING;
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}
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#endif
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/*
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** If there are wheels contacting the ground, turn off friction for the body of the vehicle
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*/
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bool wheels_touching_ground = false;
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for (i=0; i<Wheels.Length(); i++) {
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if ((Wheels[i] != NULL) && (Wheels[i]->Get_Flag(SuspensionElementClass::INCONTACT) == true)) {
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wheels_touching_ground = true;
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}
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}
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Set_Flag(FRICTION_DISABLED,wheels_touching_ground);
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/*
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** Call to parent class
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*/
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if (Get_VehiclePhysDef()->IsFake == false) {
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RigidBodyClass::Timestep(dt);
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}
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/*
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** See if we should be destroyed due to coming to rest upside down
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*/
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float up_cos = Get_Transform().Get_Z_Vector().Z;
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const float MIN_Z_COSINE = 0.25f;
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if (up_cos < MIN_Z_COSINE) {
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ExpireTimer -= dt;
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if (ExpireTimer < 0.0f) {
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ExpireTimer = EXPIRE_SECONDS; // if expiration is denied, try again later.
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Expire();
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}
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} else {
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ExpireTimer = EXPIRE_SECONDS;
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}
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}
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SuspensionElementClass * VehiclePhysClass::Peek_Wheel(int wheel_index)
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{
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return Wheels[wheel_index];
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}
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void VehiclePhysClass::Compute_Force_And_Torque(Vector3 * force,Vector3 * torque)
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{
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{
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WWPROFILE("VehiclePhysClass::Compute_Force_And_Torque");
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/*
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** Compute forces and torques for each wheel.
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*/
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int goodwheels = 0;
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for (int iwheel = 0; iwheel<Wheels.Length(); iwheel++) {
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Wheels[iwheel]->Compute_Force_And_Torque(force,torque);
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if (Wheels[iwheel]->Get_Flag(WheelClass::INCONTACT)) {
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goodwheels++;
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}
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}
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/*
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** If all of our wheels are contacting and we are mostly upright,
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** remember this transform as a "good" position.
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*/
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if ((goodwheels == Wheels.Length()) && (Rotation.Get_Z_Vector().Z > 0.7f)) {
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LastGoodPosition.Set(Rotation,State.Position);
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}
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}
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/*
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** Let base class add in its forces
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*/
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RigidBodyClass::Compute_Force_And_Torque(force,torque);
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}
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bool VehiclePhysClass::Can_Go_To_Sleep(float dt)
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{
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/*
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** Vehicles go to sleep if at least three wheels are in contact and their
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** velocities are below some thresh-hold and their controller isn't doing anything.
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*/
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if ((Controller != NULL) && (Controller->Is_Inactive() != true)) {
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GoToSleepTimer = RBODY_SLEEP_DELAY;
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return false;
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}
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/*
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** Check our velocities
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*/
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const float VEL_THRESHHOLD = 0.10f;
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const float AVEL_THRESHHOLD = 0.10f;
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float max_lmomentum2 = Mass * Mass * VEL_THRESHHOLD * VEL_THRESHHOLD;
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float max_amomentum2 = IBody[1][1] * IBody[1][1] * AVEL_THRESHHOLD * AVEL_THRESHHOLD;
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bool tried_to_sleep = false;
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if ((State.LMomentum.Length2() < max_lmomentum2) &&
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(State.AMomentum.Length2() < max_amomentum2) )
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{
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/*
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** Count the contacts
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*/
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int contact_count = 0;
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for (int iwheel = 0; iwheel<Wheels.Length(); iwheel++) {
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if (Wheels[iwheel]->Get_Flag(SuspensionElementClass::INCONTACT)) {
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contact_count++;
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}
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}
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||||
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if ((Wheels.Length() <= 2) || (contact_count >= 3) || (ContactBox->ContactCount >= 3)) {
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tried_to_sleep = true;
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if (GoToSleepTimer < 0.0f) {
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return true;
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}
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||||
}
|
||||
}
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||||
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||||
if (tried_to_sleep) {
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GoToSleepTimer -= dt;
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} else {
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GoToSleepTimer = RBODY_SLEEP_DELAY;
|
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}
|
||||
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return false;
|
||||
}
|
||||
|
||||
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void VehiclePhysClass::Update_Cached_Model_Parameters(void)
|
||||
{
|
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if (Model == NULL) return;
|
||||
|
||||
// capture the wheels
|
||||
Release_Wheels();
|
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Create_Wheels();
|
||||
|
||||
// capture auxiliary bones
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Release_Auxiliary_Bones();
|
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Capture_Auxiliary_Bones();
|
||||
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||||
// count the drive wheels and real wheels
|
||||
DriveWheelCount = 0;
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||||
RealWheelCount = 0;
|
||||
for (int i=0; i<Wheels.Length(); i++) {
|
||||
if ( Wheels[i]->Get_Flag(SuspensionElementClass::ENGINE) ||
|
||||
Wheels[i]->Get_Flag(SuspensionElementClass::LEFT_TRACK) ||
|
||||
Wheels[i]->Get_Flag(SuspensionElementClass::RIGHT_TRACK) )
|
||||
{
|
||||
DriveWheelCount++;
|
||||
}
|
||||
|
||||
// "Real" wheels are all of them except the fake ones.
|
||||
if (Wheels[i]->Get_Flag(SuspensionElementClass::FAKE) == false) {
|
||||
RealWheelCount++;
|
||||
}
|
||||
}
|
||||
|
||||
// cache pointers to the dazzles
|
||||
Release_Dazzles();
|
||||
Capture_Dazzles();
|
||||
|
||||
// Force the shadow manager to use a scaled version of our "blob box"
|
||||
ShadowManager.Enable_Force_Use_Blob_Box(true);
|
||||
ShadowManager.Set_Blob_Box_Projection_Scale(Vector3(1.5f,1.5f,1.5f));
|
||||
}
|
||||
|
||||
void VehiclePhysClass::Release_Wheels(void)
|
||||
{
|
||||
// release the bones we "captured" and destroy the wheels
|
||||
for (int i=0; i<Wheels.Length(); i++) {
|
||||
delete Wheels[i];
|
||||
Wheels[i] = NULL;
|
||||
}
|
||||
Wheels.Resize(0);
|
||||
DriveWheelCount = 0;
|
||||
RealWheelCount = 0;
|
||||
}
|
||||
|
||||
void VehiclePhysClass::Create_Wheels(void)
|
||||
{
|
||||
RenderObjClass * model = Peek_Model();
|
||||
if (model == NULL) return;
|
||||
|
||||
const VehiclePhysDefClass * def = Get_VehiclePhysDef();
|
||||
WWASSERT(def != NULL);
|
||||
|
||||
int ibone;
|
||||
int wheelcount = 0;
|
||||
|
||||
// Count the wheels.
|
||||
for (ibone=0; ibone < model->Get_Num_Bones(); ibone++) {
|
||||
|
||||
// search for bones named WheelP
|
||||
const char * bonename = model->Get_Bone_Name(ibone);
|
||||
if (_strnicmp(bonename,WHEELP_BONE_NAME,strlen(WHEELP_BONE_NAME)) == 0) {
|
||||
wheelcount++;
|
||||
}
|
||||
}
|
||||
|
||||
if (wheelcount == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Allocate the array of pointers for the wheels
|
||||
Wheels.Resize(wheelcount);
|
||||
for (int i=0; i<Wheels.Length(); i++) {
|
||||
Wheels[i] = NULL;
|
||||
}
|
||||
|
||||
int curwheel = 0;
|
||||
for (ibone=0; (ibone < model->Get_Num_Bones()) && (curwheel < Wheels.Length()); ibone++) {
|
||||
|
||||
// for each bone named WheelP
|
||||
const char * wpname = model->Get_Bone_Name(ibone);
|
||||
if (_strnicmp(wpname,WHEELP_BONE_NAME,strlen(WHEELP_BONE_NAME)) == 0) {
|
||||
|
||||
int position_bone = ibone;
|
||||
int rotation_bone = Find_Rotation_Bone(model,wpname);
|
||||
int fork_bone = Find_Fork_Bone(model,wpname);
|
||||
int trans_bone = Find_Translation_Bone(model,wpname);
|
||||
|
||||
if (position_bone != -1) {
|
||||
|
||||
// initialize a wheel structure:
|
||||
SuspensionElementClass * new_wheel = Alloc_Suspension_Element();
|
||||
new_wheel->Init(this,position_bone,rotation_bone,fork_bone,trans_bone);
|
||||
new_wheel->Set_Spring_Constant(def->SpringConstant);
|
||||
new_wheel->Set_Damping_Coefficient(def->DampingConstant);
|
||||
new_wheel->Set_Spring_Length(def->SpringLength);
|
||||
|
||||
// parse any flag characters
|
||||
unsigned int index = WHEEL_FLAG_CHAR0;
|
||||
while (index < strlen(wpname)) {
|
||||
switch (wpname[index]) {
|
||||
case WHEEL_FLAG_STEERING:
|
||||
new_wheel->Set_Flag(SuspensionElementClass::STEERING,true);
|
||||
break;
|
||||
|
||||
case WHEEL_FLAG_INV_STEERING:
|
||||
new_wheel->Set_Flag(SuspensionElementClass::INV_STEERING,true);
|
||||
break;
|
||||
|
||||
case WHEEL_FLAG_TILT_STEERING:
|
||||
new_wheel->Set_Flag(SuspensionElementClass::TILT_STEERING,true);
|
||||
break;
|
||||
|
||||
case WHEEL_FLAG_ENGINE:
|
||||
new_wheel->Set_Flag(SuspensionElementClass::ENGINE,true);
|
||||
break;
|
||||
|
||||
case WHEEL_FLAG_LEFT_TRACK:
|
||||
new_wheel->Set_Flag(SuspensionElementClass::LEFT_TRACK,true);
|
||||
break;
|
||||
|
||||
case WHEEL_FLAG_RIGHT_TRACK:
|
||||
new_wheel->Set_Flag(SuspensionElementClass::RIGHT_TRACK,true);
|
||||
break;
|
||||
|
||||
case WHEEL_FLAG_FAKE:
|
||||
new_wheel->Set_Flag(SuspensionElementClass::FAKE,true);
|
||||
break;
|
||||
|
||||
}
|
||||
index++;
|
||||
}
|
||||
|
||||
// install the wheel
|
||||
Wheels[curwheel++] = new_wheel;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int VehiclePhysClass::Find_Fork_Bone(RenderObjClass * model,const char * wpname)
|
||||
{
|
||||
for (int ibone=0; ibone < model->Get_Num_Bones(); ibone++) {
|
||||
|
||||
const char * wfname = model->Get_Bone_Name(ibone);
|
||||
if ( (_strnicmp(wfname,WHEELF_BONE_NAME,strlen(WHEELF_BONE_NAME)) == 0) &&
|
||||
(wfname[WHEEL_INDEX_CHAR0] == wpname[WHEEL_INDEX_CHAR0]) &&
|
||||
(wfname[WHEEL_INDEX_CHAR1] == wpname[WHEEL_INDEX_CHAR1]))
|
||||
{
|
||||
return ibone;
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
int VehiclePhysClass::Find_Rotation_Bone(RenderObjClass * model,const char * wpname)
|
||||
{
|
||||
for (int ibone=0; ibone < model->Get_Num_Bones(); ibone++) {
|
||||
|
||||
const char * wcname = model->Get_Bone_Name(ibone);
|
||||
if ( (_strnicmp(wcname,WHEELC_BONE_NAME,strlen(WHEELC_BONE_NAME)) == 0) &&
|
||||
(wcname[WHEEL_INDEX_CHAR0] == wpname[WHEEL_INDEX_CHAR0]) &&
|
||||
(wcname[WHEEL_INDEX_CHAR1] == wpname[WHEEL_INDEX_CHAR1]))
|
||||
{
|
||||
return ibone;
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
int VehiclePhysClass::Find_Translation_Bone(RenderObjClass * model,const char * wpname)
|
||||
{
|
||||
for (int ibone=0; ibone < model->Get_Num_Bones(); ibone++) {
|
||||
|
||||
const char * wtname = model->Get_Bone_Name(ibone);
|
||||
if ( (_strnicmp(wtname,WHEELT_BONE_NAME,strlen(WHEELT_BONE_NAME)) == 0) &&
|
||||
(wtname[WHEEL_INDEX_CHAR0] == wpname[WHEEL_INDEX_CHAR0]) &&
|
||||
(wtname[WHEEL_INDEX_CHAR1] == wpname[WHEEL_INDEX_CHAR1]))
|
||||
{
|
||||
return ibone;
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
void VehiclePhysClass::Release_Auxiliary_Bones(void)
|
||||
{
|
||||
// release any bones that we currently have captured
|
||||
if (Model != NULL) {
|
||||
for (int i=0;i<MAX_CAPTURED_BONE_COUNT; i++) {
|
||||
if (EngineFlameBones[i] != -1) {
|
||||
Model->Release_Bone(EngineFlameBones[i]);
|
||||
EngineFlameBones[i] = -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void VehiclePhysClass::Capture_Auxiliary_Bones(void)
|
||||
{
|
||||
// search through the model for bones beginning with ENGINEFLAME
|
||||
int ibone = 0;
|
||||
int engine_bone_count = 0;
|
||||
|
||||
for (ibone=0; (ibone < Model->Get_Num_Bones()) && (engine_bone_count < MAX_CAPTURED_BONE_COUNT); ibone++) {
|
||||
const char * bone_name = Model->Get_Bone_Name(ibone);
|
||||
if (_strnicmp(bone_name,ENGINE_FLAME_BONE_NAME,strlen(ENGINE_FLAME_BONE_NAME)) == 0) {
|
||||
|
||||
EngineFlameBones[engine_bone_count] = ibone;
|
||||
Model->Capture_Bone(ibone);
|
||||
engine_bone_count++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void VehiclePhysClass::Release_Dazzles(void)
|
||||
{
|
||||
// delete the dazzle controllers
|
||||
for (int i=0; i<Dazzles.Length(); i++) {
|
||||
delete Dazzles[i];
|
||||
Dazzles[i] = NULL;
|
||||
}
|
||||
Dazzles.Resize(0);
|
||||
}
|
||||
|
||||
void VehiclePhysClass::Capture_Dazzles(void)
|
||||
{
|
||||
RenderObjClass * model = Peek_Model();
|
||||
if (model == NULL) return;
|
||||
|
||||
const VehiclePhysDefClass * def = Get_VehiclePhysDef();
|
||||
WWASSERT(def != NULL);
|
||||
|
||||
int imodel;
|
||||
int dazzlecount = 0;
|
||||
|
||||
// Count the dazzles.
|
||||
for (imodel=0; imodel < model->Get_Num_Sub_Objects(); imodel++) {
|
||||
|
||||
// Search for dazzle render objects whose name starts with _HLight, _TLight, or _BLight
|
||||
RenderObjClass * subobj = model->Get_Sub_Object(imodel);
|
||||
if ((subobj != NULL) && (subobj->Class_ID() == RenderObjClass::CLASSID_DAZZLE)) {
|
||||
if (VehicleDazzleClass::Is_Vehicle_Dazzle(subobj)) {
|
||||
dazzlecount++;
|
||||
}
|
||||
}
|
||||
REF_PTR_RELEASE(subobj);
|
||||
}
|
||||
|
||||
// Return if we didn't find any dazzles that want to be controlled by the vehicle logic
|
||||
if (dazzlecount == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Allocate the array of pointers for the wheels
|
||||
Dazzles.Resize(dazzlecount);
|
||||
for (int i=0; i<Dazzles.Length(); i++) {
|
||||
Dazzles[i] = NULL;
|
||||
}
|
||||
|
||||
// Create dazzle controllers
|
||||
int curdazzle = 0;
|
||||
for (imodel=0; (imodel < model->Get_Num_Sub_Objects()) && (curdazzle < Dazzles.Length()); imodel++) {
|
||||
|
||||
RenderObjClass * subobj = model->Get_Sub_Object(imodel);
|
||||
if (VehicleDazzleClass::Is_Vehicle_Dazzle(subobj)) {
|
||||
Dazzles[curdazzle] = Create_Dazzle_Controller(subobj);
|
||||
curdazzle++;
|
||||
}
|
||||
REF_PTR_RELEASE(subobj);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
VehicleDazzleClass * VehiclePhysClass::Create_Dazzle_Controller(RenderObjClass * obj)
|
||||
{
|
||||
WWASSERT(VehicleDazzleClass::Is_Vehicle_Dazzle(obj));
|
||||
VehicleDazzleClass * controller = new VehicleDazzleClass();
|
||||
controller->Set_Model((DazzleRenderObjClass *)obj);
|
||||
return controller;
|
||||
}
|
||||
|
||||
void VehiclePhysClass::Teleport_To_Last_Good_Position(void)
|
||||
{
|
||||
Set_Transform(LastGoodPosition);
|
||||
}
|
||||
|
||||
|
||||
bool VehiclePhysClass::Is_In_Contact(void)
|
||||
{
|
||||
bool retval = false;
|
||||
|
||||
//
|
||||
// Check to see if any of the wheels are on the ground
|
||||
//
|
||||
for (int index = 0; index < Wheels.Length(); index++) {
|
||||
|
||||
//
|
||||
// Is this wheel on the ground?
|
||||
//
|
||||
if (Wheels[index]->Get_Flag(WheelClass::INCONTACT)) {
|
||||
retval = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return retval;
|
||||
}
|
||||
|
||||
|
||||
bool VehiclePhysClass::Save(ChunkSaveClass &csave)
|
||||
{
|
||||
csave.Begin_Chunk(VEHICLEPHYS_CHUNK_RIGIDBODY);
|
||||
RigidBodyClass::Save(csave);
|
||||
csave.End_Chunk();
|
||||
|
||||
csave.Begin_Chunk(VEHICLEPHYS_CHUNK_VARIABLES);
|
||||
WRITE_MICRO_CHUNK(csave,VEHICLEPHYS_VARIABLE_ISENGINEON,IsEngineOn);
|
||||
csave.End_Chunk();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool VehiclePhysClass::Load(ChunkLoadClass &cload)
|
||||
{
|
||||
while (cload.Open_Chunk()) {
|
||||
|
||||
switch(cload.Cur_Chunk_ID())
|
||||
{
|
||||
case VEHICLEPHYS_CHUNK_RIGIDBODY:
|
||||
RigidBodyClass::Load(cload);
|
||||
break;
|
||||
|
||||
case VEHICLEPHYS_CHUNK_VARIABLES:
|
||||
while (cload.Open_Micro_Chunk()) {
|
||||
switch(cload.Cur_Micro_Chunk_ID()) {
|
||||
READ_MICRO_CHUNK(cload,VEHICLEPHYS_VARIABLE_ISENGINEON,IsEngineOn);
|
||||
}
|
||||
cload.Close_Micro_Chunk();
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
|
||||
break;
|
||||
}
|
||||
|
||||
cload.Close_Chunk();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
**
|
||||
** VehiclePhysDefClass Implementation
|
||||
**
|
||||
***********************************************************************************************/
|
||||
|
||||
/*
|
||||
** Declare a PersistFactory for VehiclePhysDefClass
|
||||
** Dont declare a Definition Factory because we don't want users to directly create this type.
|
||||
*/
|
||||
SimplePersistFactoryClass<VehiclePhysDefClass,PHYSICS_CHUNKID_VEHICLEPHYSDEF> _VehiclePhysDefFactory;
|
||||
|
||||
/*
|
||||
** Chunk ID's used by VehiclePhysDefClass
|
||||
*/
|
||||
enum
|
||||
{
|
||||
VEHICLEPHYSDEF_CHUNK_RIGIDBODYDEF = 405001519, // (parent class)
|
||||
VEHICLEPHYSDEF_CHUNK_VARIABLES,
|
||||
|
||||
VEHICLEPHYSDEF_VARIABLE_SPRINGCONSTANT = 0x00,
|
||||
VEHICLEPHYSDEF_VARIABLE_DAMPINGCONSTANT,
|
||||
VEHICLEPHYSDEF_VARIABLE_SPRINGLENGTH,
|
||||
VEHICLEPHYSDEF_VARIABLE_TRACTIONMULTIPLIER,
|
||||
VEHICLEPHYSDEF_VARIABLE_LATERALMOMENTARM,
|
||||
VEHICLEPHYSDEF_VARIABLE_TRACTIVEMOMENTARM,
|
||||
VEHICLEPHYSDEF_VARIABLE_ENGINEFLAMELENGTH,
|
||||
VEHICLEPHYSDEF_VARIABLE_ISFAKE,
|
||||
};
|
||||
|
||||
VehiclePhysDefClass::VehiclePhysDefClass(void) :
|
||||
SpringConstant(DEFAULT_SPRING_CONSTANT),
|
||||
DampingConstant(DEFAULT_DAMPING_COEFFICIENT),
|
||||
SpringLength(DEFAULT_SPRING_LENGTH),
|
||||
TractionMultiplier(2.0f),
|
||||
LateralMomentArm(0.0f),
|
||||
TractiveMomentArm(0.0f),
|
||||
EngineFlameLength(1.0f),
|
||||
IsFake(false)
|
||||
{
|
||||
// make our parameters editable!
|
||||
EDITABLE_PARAM(VehiclePhysDefClass, ParameterClass::TYPE_BOOL, IsFake);
|
||||
FLOAT_UNITS_PARAM(VehiclePhysDefClass, SpringConstant, 0.0f, 100000.0f,"N/m");
|
||||
FLOAT_UNITS_PARAM(VehiclePhysDefClass, DampingConstant, 0.0f, 100000.0f,"N/(m/s)");
|
||||
FLOAT_UNITS_PARAM(VehiclePhysDefClass, SpringLength, 0.0f, 100.0f,"m");
|
||||
FLOAT_EDITABLE_PARAM(VehiclePhysDefClass, TractionMultiplier, 0.5f, 5.0f);
|
||||
FLOAT_UNITS_PARAM(VehiclePhysDefClass, LateralMomentArm, 0.0f, 10.0f,"m");
|
||||
FLOAT_UNITS_PARAM(VehiclePhysDefClass, TractiveMomentArm, 0.0f, 10.0f,"m");
|
||||
FLOAT_UNITS_PARAM(VehiclePhysDefClass, EngineFlameLength, 0.0f, 100.0f,"m");
|
||||
}
|
||||
|
||||
VehiclePhysDefClass::~VehiclePhysDefClass(void)
|
||||
{
|
||||
}
|
||||
|
||||
uint32 VehiclePhysDefClass::Get_Class_ID (void) const
|
||||
{
|
||||
return CLASSID_VEHICLEPHYSDEF;
|
||||
}
|
||||
|
||||
const PersistFactoryClass & VehiclePhysDefClass::Get_Factory (void) const
|
||||
{
|
||||
return _VehiclePhysDefFactory;
|
||||
}
|
||||
|
||||
bool VehiclePhysDefClass::Save(ChunkSaveClass &csave)
|
||||
{
|
||||
csave.Begin_Chunk(VEHICLEPHYSDEF_CHUNK_RIGIDBODYDEF);
|
||||
RigidBodyDefClass::Save(csave);
|
||||
csave.End_Chunk();
|
||||
|
||||
csave.Begin_Chunk(VEHICLEPHYSDEF_CHUNK_VARIABLES);
|
||||
WRITE_MICRO_CHUNK(csave,VEHICLEPHYSDEF_VARIABLE_SPRINGCONSTANT,SpringConstant);
|
||||
WRITE_MICRO_CHUNK(csave,VEHICLEPHYSDEF_VARIABLE_DAMPINGCONSTANT,DampingConstant);
|
||||
WRITE_MICRO_CHUNK(csave,VEHICLEPHYSDEF_VARIABLE_SPRINGLENGTH,SpringLength);
|
||||
WRITE_MICRO_CHUNK(csave,VEHICLEPHYSDEF_VARIABLE_TRACTIONMULTIPLIER,TractionMultiplier);
|
||||
WRITE_MICRO_CHUNK(csave,VEHICLEPHYSDEF_VARIABLE_LATERALMOMENTARM,LateralMomentArm);
|
||||
WRITE_MICRO_CHUNK(csave,VEHICLEPHYSDEF_VARIABLE_TRACTIVEMOMENTARM,TractiveMomentArm);
|
||||
WRITE_MICRO_CHUNK(csave,VEHICLEPHYSDEF_VARIABLE_ENGINEFLAMELENGTH,EngineFlameLength);
|
||||
WRITE_MICRO_CHUNK(csave,VEHICLEPHYSDEF_VARIABLE_ISFAKE,IsFake);
|
||||
csave.End_Chunk();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool VehiclePhysDefClass::Load(ChunkLoadClass &cload)
|
||||
{
|
||||
while (cload.Open_Chunk()) {
|
||||
|
||||
switch(cload.Cur_Chunk_ID()) {
|
||||
|
||||
case VEHICLEPHYSDEF_CHUNK_RIGIDBODYDEF:
|
||||
RigidBodyDefClass::Load(cload);
|
||||
break;
|
||||
|
||||
case VEHICLEPHYSDEF_CHUNK_VARIABLES:
|
||||
while (cload.Open_Micro_Chunk()) {
|
||||
switch(cload.Cur_Micro_Chunk_ID()) {
|
||||
READ_MICRO_CHUNK(cload,VEHICLEPHYSDEF_VARIABLE_SPRINGCONSTANT,SpringConstant);
|
||||
READ_MICRO_CHUNK(cload,VEHICLEPHYSDEF_VARIABLE_DAMPINGCONSTANT,DampingConstant);
|
||||
READ_MICRO_CHUNK(cload,VEHICLEPHYSDEF_VARIABLE_SPRINGLENGTH,SpringLength);
|
||||
READ_MICRO_CHUNK(cload,VEHICLEPHYSDEF_VARIABLE_TRACTIONMULTIPLIER,TractionMultiplier);
|
||||
READ_MICRO_CHUNK(cload,VEHICLEPHYSDEF_VARIABLE_LATERALMOMENTARM,LateralMomentArm);
|
||||
READ_MICRO_CHUNK(cload,VEHICLEPHYSDEF_VARIABLE_TRACTIVEMOMENTARM,TractiveMomentArm);
|
||||
READ_MICRO_CHUNK(cload,VEHICLEPHYSDEF_VARIABLE_ENGINEFLAMELENGTH,EngineFlameLength);
|
||||
READ_MICRO_CHUNK(cload,VEHICLEPHYSDEF_VARIABLE_ISFAKE,IsFake);
|
||||
}
|
||||
cload.Close_Micro_Chunk();
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
|
||||
break;
|
||||
}
|
||||
|
||||
cload.Close_Chunk();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool VehiclePhysDefClass::Is_Type(const char * type_name)
|
||||
{
|
||||
if (stricmp(type_name,VehiclePhysDefClass::Get_Type_Name()) == 0) {
|
||||
return true;
|
||||
} else {
|
||||
return RigidBodyDefClass::Is_Type(type_name);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user