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Initial commit of Command & Conquer Renegade source code.
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Code/wwphys/wheelvehicle.h
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159
Code/wwphys/wheelvehicle.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/wheelvehicle.h $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 9/20/01 1:57p $*
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* *
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* $Revision:: 22 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef WHEELVEHICLE_H
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#define WHEELVEHICLE_H
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#ifndef ALWAYS_H
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#include "always.h"
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#endif
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#ifndef MOTORVEHICLE_H
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#include "motorvehicle.h"
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#endif
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#ifndef LOOKUPTABLE_H
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#include "lookuptable.h"
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#endif
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#include "wheel.h"
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class WheelClass;
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class NormalWheelClass;
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class WheeledVehicleDefClass;
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/**
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** WheeledVehicleClass
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** This is a derivation of RigidBodyClass which basically adds wheels to
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** a rigid body object. Each wheel detected in the model will have a friction
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** model and a spring-damper force. Each one will "roll" an amount derived
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** from the motion of the contact point for the wheel. Special engine wheels
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** drive the model and steering wheels can be turned. The goal here is for
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** this class to handle all wheeled vehicles in the game. 3, 4, and 6 wheeled
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** vehicles will hopefully be possible...
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**
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** Wheeled Vehicle Physics Update Feb 29,2000
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** - The two most important things to simulate are the forces at the contact
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** patches of the tires and the behavior of the engine.
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*/
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class WheeledVehicleClass : public MotorVehicleClass
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{
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public:
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WheeledVehicleClass(void);
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virtual ~WheeledVehicleClass(void);
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virtual WheeledVehicleClass * As_WheeledVehicleClass(void) { return this; }
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const WheeledVehicleDefClass * Get_WheeledVehicleDef(void);
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void Init(const WheeledVehicleDefClass & def);
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/*
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** Save-Load System
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*/
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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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protected:
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virtual SuspensionElementClass * Alloc_Suspension_Element(void);
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virtual void Compute_Force_And_Torque(Vector3 * force,Vector3 * torque);
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virtual float Get_Ideal_Drive_Axle_Angular_Velocity(void);
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virtual bool Drive_Wheels_In_Contact(void);
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float SteeringAngle;
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private:
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WheeledVehicleClass(const WheeledVehicleClass &);
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WheeledVehicleClass & operator = (const WheeledVehicleClass &);
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};
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/**
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** WheeledVehicleDefClass
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** Initialization/Editor Integration for WheeledVehicleClass
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*/
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class WheeledVehicleDefClass : public MotorVehicleDefClass
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{
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public:
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WheeledVehicleDefClass(void);
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// From DefinitionClass
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virtual uint32 Get_Class_ID (void) const;
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virtual PersistClass * Create(void) const;
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// From PhysDefClass
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virtual const char * Get_Type_Name(void) { return "WheeledVehicleDef"; }
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virtual bool Is_Type(const char *);
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// 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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// Read/Write access to our variables
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float Get_Max_Steering_Angle(void) const { return MaxSteeringAngle; }
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void Set_Max_Steering_Angle(float a) { MaxSteeringAngle = a; }
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// Editable interface requirements
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DECLARE_EDITABLE(WheeledVehicleDefClass,MotorVehicleDefClass);
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protected:
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float MaxSteeringAngle; // maximum angle for the steering wheels
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friend class WheeledVehicleClass;
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};
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/*
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** Inline functions
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*/
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inline const WheeledVehicleDefClass * WheeledVehicleClass::Get_WheeledVehicleDef(void)
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{
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return (WheeledVehicleDefClass *)Definition;
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}
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#endif
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