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Initial commit of Command & Conquer Renegade source code.
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253
Code/wwphys/vehiclephys.h
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253
Code/wwphys/vehiclephys.h
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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.h $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 10/14/01 2:09p $*
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* *
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* $Revision:: 16 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef VEHICLEPHYS_H
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#define VEHICLEPHYS_H
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#include "rbody.h"
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#include "simplevec.h"
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class VehiclePhysDefClass;
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class SuspensionElementClass;
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class VehicleDazzleClass;
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/**
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** VehiclePhysClass
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** This RigidBody-derived class adds the constants needed to define the suspension behavior
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** for all vehicles. Most of the actual force calculations are implemented in further
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** derived classes but this is the common base class for various classes (e.g. WheeledVehicle,
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** TrackedVehicle, and VTOLPhys
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*/
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class VehiclePhysClass : public RigidBodyClass
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{
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public:
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VehiclePhysClass(void);
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virtual ~VehiclePhysClass(void);
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virtual VehiclePhysClass * As_VehiclePhysClass(void) { return this; }
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const VehiclePhysDefClass * Get_VehiclePhysDef(void) { return (VehiclePhysDefClass*)Definition; }
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void Init(const VehiclePhysDefClass & def);
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/*
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** DEBUGGING, re-initialize this object because our definition changed
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*/
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virtual void Definition_Changed(void);
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/*
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** Rendering
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*/
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virtual void Render(RenderInfoClass & rinfo);
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virtual void Set_Model(RenderObjClass * model);
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float Compute_Approximate_Ride_Height(void);
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/*
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** Simulation
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*/
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virtual void Timestep(float dt);
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/*
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** Gentlemen Start your Engines!
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*/
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void Enable_Engine(bool onoff) { IsEngineOn = onoff; }
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bool Is_Engine_Enabled(void) { return IsEngineOn; }
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/*
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** Wheel management
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*/
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int Get_Wheel_Count(void) { return Wheels.Length(); }
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int Get_Drive_Wheel_Count(void) { return DriveWheelCount; }
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int Get_Real_Wheel_Count(void) { return RealWheelCount; }
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SuspensionElementClass * Peek_Wheel(int wheel_index);
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bool Is_In_Contact(void);
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void Update_Wheels (void);
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/*
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** Non_Physical_Wheel_Update - used by Renegade's "encyclopedia" to graphically
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** update the wheels when there is no physics scene or processing happening.
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*/
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void Non_Physical_Wheel_Update(float suspension_fraction,float rotation);
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/*
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** Teleport to the last good position. This is used when vehicles get flipped over or stuck somehow.
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*/
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void Teleport_To_Last_Good_Position(void);
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/*
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** Simulation and rendering toggles for all vehicle physics objects
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*/
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virtual bool Is_Simulation_Disabled(void) { return _DisableVehicleSimulation || RigidBodyClass::Is_Simulation_Disabled(); }
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virtual bool Is_Rendering_Disabled(void) { return _DisableVehicleRendering || RigidBodyClass::Is_Simulation_Disabled(); }
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static void Disable_All_Simulation(bool onoff) { _DisableVehicleSimulation = onoff; }
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static void Disable_All_Rendering(bool onoff) { _DisableVehicleRendering = onoff; }
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static bool Is_All_Simulation_Disabled(void) { return _DisableVehicleSimulation; }
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static bool Is_All_Rendering_Disabled(void) { return _DisableVehicleRendering; }
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/*
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** Save-Load system
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*/
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virtual bool Save(ChunkSaveClass &csave);
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virtual bool Load(ChunkLoadClass &cload);
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protected:
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/*
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** Simulation
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*/
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virtual void Compute_Force_And_Torque(Vector3 * force,Vector3 * torque);
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virtual bool Can_Go_To_Sleep(float dt);
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/*
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** Suspension initialization
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*/
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void Update_Cached_Model_Parameters(void);
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void Release_Wheels(void);
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void Create_Wheels(void);
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int Find_Fork_Bone(RenderObjClass * model,const char * wpname);
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int Find_Rotation_Bone(RenderObjClass * model,const char * wpname);
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int Find_Translation_Bone(RenderObjClass * model,const char * wpname);
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/*
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** Auxilary bones
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*/
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void Release_Auxiliary_Bones(void);
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void Capture_Auxiliary_Bones(void);
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/*
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** Dazzle controllers
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*/
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void Release_Dazzles(void);
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void Capture_Dazzles(void);
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VehicleDazzleClass * Create_Dazzle_Controller(RenderObjClass * obj);
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/*
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** Virtual Wheel Creation, Derived classes implement this to create
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** the types of wheels that they need to use. (NOTE: wheels should be 'new'ed
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** since VehiclePhysClass will 'delete' them when done.)
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*/
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virtual SuspensionElementClass * Alloc_Suspension_Element(void) = 0;
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/*
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** Implement this to support translating engine flames
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*/
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virtual float Get_Normalized_Engine_Flame(void) { return 0.0f; }
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/*
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** Variables
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*/
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bool IsEngineOn; // is the engine on? vehicles will stop if the engine is off
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int RealWheelCount; // active wheel count
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int DriveWheelCount; // drive wheel count
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SimpleVecClass<SuspensionElementClass *> Wheels; // array of wheel objects
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SimpleVecClass<VehicleDazzleClass *> Dazzles; // array of dazzle controllers (for headlights, taillights, blinky lights, etc)
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SimpleVecClass<int> EngineFlameBones; // indices to "engine-flame" bones
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Matrix3D LastGoodPosition; // last state where all wheels were on the ground
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float ExpireTimer; // time left before blowing up when rolled over
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static bool _DisableVehicleSimulation;
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static bool _DisableVehicleRendering;
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};
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/**
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** VehiclePhysDefClass
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** This definition contains a set of constants used by all types of vehicles.
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*/
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class VehiclePhysDefClass : public RigidBodyDefClass
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{
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public:
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VehiclePhysDefClass(void);
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virtual ~VehiclePhysDefClass(void);
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// From DefinitionClass
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virtual uint32 Get_Class_ID (void) const;
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// From PhysDefClass
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virtual const char * Get_Type_Name(void) { return "VehiclePhysDef"; }
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virtual bool Is_Type(const char *);
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// Read access to the constants
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float Get_Spring_Constant(void) const { return SpringConstant; }
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float Get_Damping_Constant(void) const { return DampingConstant; }
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float Get_Spring_Length(void) const { return SpringLength; }
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float Get_Traction_Multiplier(void) const { return TractionMultiplier; }
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float Get_Lateral_Moment_Arm(void) const { return LateralMomentArm; }
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float Get_Tractive_Moment_Arm(void) const { return TractiveMomentArm; }
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bool Is_Fake(void) const { return IsFake; }
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// Write access (DEBUGGING/TESTING ONLY)
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void Set_Spring_Constant(float ks) { SpringConstant = ks; }
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void Set_Damping_Constant(float kd) { DampingConstant = kd; }
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void Set_Spring_Length(float l) { SpringLength = l; }
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void Set_Traction_Multiplier(float k) { TractionMultiplier = k; }
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void Set_Lateral_Moment_Arm(float r) { LateralMomentArm = r; }
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void Set_Tractive_Moment_Arm(float r) { TractiveMomentArm = r; }
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// Save/Load support from PersistClass
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virtual const PersistFactoryClass & Get_Factory (void) const;
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virtual bool Save(ChunkSaveClass &csave);
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virtual bool Load(ChunkLoadClass &cload);
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// Editable interface requirements
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DECLARE_EDITABLE(VehiclePhysDefClass,RigidBodyDefClass);
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protected:
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float SpringConstant; // suspension spring constant
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float DampingConstant; // suspension damping constant (shock absorber)
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float SpringLength; // suspension spring length
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float TractionMultiplier; // scales the downforce for more traction
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float LateralMomentArm; // arbitrary dist from x-y plane to apply lateral tire forces
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float TractiveMomentArm; // arbitrary dist from x-y plane to apply tractive tire forces
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float EngineFlameLength; // max length of the engine flame (how far to translate at flame=1.0)
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bool IsFake; // short-circuit all possible physics calculations!
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friend class VehiclePhysClass;
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};
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#endif
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