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250 lines
8.0 KiB
250 lines
8.0 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef VEHICLES_H
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#define VEHICLES_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "datamap.h"
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#define VEHICLE_TYPE_CAR_WHEELS (1<<0)
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#define VEHICLE_TYPE_CAR_RAYCAST (1<<1)
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#define VEHICLE_TYPE_JETSKI_RAYCAST (1<<2)
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#define VEHICLE_TYPE_AIRBOAT_RAYCAST (1<<3)
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#define VEHICLE_MAX_AXLE_COUNT 4
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#define VEHICLE_MAX_GEAR_COUNT 6
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#define VEHICLE_MAX_WHEEL_COUNT (2*VEHICLE_MAX_AXLE_COUNT)
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#define VEHICLE_TIRE_NORMAL 0
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#define VEHICLE_TIRE_BRAKING 1
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#define VEHICLE_TIRE_POWERSLIDE 2
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struct vehicle_controlparams_t
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{
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float throttle;
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float steering;
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float brake;
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float boost;
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bool handbrake;
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bool handbrakeLeft;
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bool handbrakeRight;
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bool brakepedal;
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bool bHasBrakePedal;
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bool bAnalogSteering;
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};
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struct vehicle_operatingparams_t
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{
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DECLARE_SIMPLE_DATADESC();
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float speed;
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float engineRPM;
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int gear;
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float boostDelay;
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int boostTimeLeft;
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float skidSpeed;
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int skidMaterial;
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float steeringAngle;
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int wheelsNotInContact;
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int wheelsInContact;
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bool isTorqueBoosting;
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};
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// Debug!
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#define VEHICLE_DEBUGRENDERDATA_MAX_WHEELS 10
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#define VEHICLE_DEBUGRENDERDATA_MAX_AXLES 3
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struct vehicle_debugcarsystem_t
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{
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Vector vecAxlePos[VEHICLE_DEBUGRENDERDATA_MAX_AXLES];
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Vector vecWheelPos[VEHICLE_DEBUGRENDERDATA_MAX_WHEELS];
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Vector vecWheelRaycasts[VEHICLE_DEBUGRENDERDATA_MAX_WHEELS][2];
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Vector vecWheelRaycastImpacts[VEHICLE_DEBUGRENDERDATA_MAX_WHEELS];
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};
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struct vehicleparams_t;
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class IPhysicsVehicleController
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{
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public:
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virtual ~IPhysicsVehicleController() {}
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// call this from the game code with the control parameters
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virtual void Update( float dt, vehicle_controlparams_t &controls ) = 0;
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virtual const vehicle_operatingparams_t &GetOperatingParams() = 0;
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virtual const vehicleparams_t &GetVehicleParams() = 0;
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virtual vehicleparams_t &GetVehicleParamsForChange() = 0;
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virtual float UpdateBooster(float dt) = 0;
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virtual int GetWheelCount(void) = 0;
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virtual IPhysicsObject *GetWheel(int index) = 0;
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virtual bool GetWheelContactPoint( int index, Vector *pContactPoint, int *pSurfaceProps ) = 0;
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virtual void SetSpringLength(int wheelIndex, float length) = 0;
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virtual void SetWheelFriction(int wheelIndex, float friction) = 0;
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virtual void OnVehicleEnter( void ) = 0;
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virtual void OnVehicleExit( void ) = 0;
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virtual void SetEngineDisabled( bool bDisable ) = 0;
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virtual bool IsEngineDisabled( void ) = 0;
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// Debug
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virtual void GetCarSystemDebugData( vehicle_debugcarsystem_t &debugCarSystem ) = 0;
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virtual void VehicleDataReload() = 0;
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};
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// parameters for the body object control of the vehicle
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struct vehicle_bodyparams_t
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{
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DECLARE_SIMPLE_DATADESC();
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Vector massCenterOverride; // leave at vec3_origin for no override
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float massOverride; // leave at 0 for no override
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float addGravity; // keeps car down
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float tiltForce; // keeps car down when not on flat ground
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float tiltForceHeight; // where the tilt force pulls relative to center of mass
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float counterTorqueFactor;
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float keepUprightTorque;
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float maxAngularVelocity; // clamp the car angular velocity separately from other objects to keep stable
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};
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// wheel objects are created by vphysics, these are the parameters for those objects
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// NOTE: They are paired, so only one set of parameters is necessary per axle
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struct vehicle_wheelparams_t
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{
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DECLARE_SIMPLE_DATADESC();
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float radius;
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float mass;
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float inertia;
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float damping; // usually 0
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float rotdamping; // usually 0
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float frictionScale; // 1.5 front, 1.8 rear
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int materialIndex;
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int brakeMaterialIndex;
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int skidMaterialIndex;
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float springAdditionalLength; // 0 means the spring is at it's rest length
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};
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struct vehicle_suspensionparams_t
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{
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DECLARE_SIMPLE_DATADESC();
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float springConstant;
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float springDamping;
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float stabilizerConstant;
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float springDampingCompression;
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float maxBodyForce;
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};
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// NOTE: both raytrace and wheel data here because jetski uses both.
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struct vehicle_axleparams_t
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{
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DECLARE_SIMPLE_DATADESC();
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Vector offset; // center of this axle in vehicle object space
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Vector wheelOffset; // offset to wheel (assume other wheel is symmetric at -wheelOffset) from axle center
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Vector raytraceCenterOffset; // offset to center of axle for the raytrace data.
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Vector raytraceOffset; // offset to raytrace for non-wheel (some wheeled) vehicles
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vehicle_wheelparams_t wheels;
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vehicle_suspensionparams_t suspension;
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float torqueFactor; // normalized to 1 across all axles
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// e.g. 0,1 for rear wheel drive - 0.5,0.5 for 4 wheel drive
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float brakeFactor; // normalized to 1 across all axles
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};
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struct vehicle_steeringparams_t
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{
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DECLARE_SIMPLE_DATADESC();
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float degreesSlow; // angle in degrees of steering at slow speed
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float degreesFast; // angle in degrees of steering at fast speed
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float degreesBoost; // angle in degrees of steering at fast speed
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float steeringRateSlow; // this is the speed the wheels are steered when the vehicle is slow
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float steeringRateFast; // this is the speed the wheels are steered when the vehicle is "fast"
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float steeringRestRateSlow; // this is the speed at which the wheels move toward their resting state (straight ahead) at slow speed
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float steeringRestRateFast; // this is the speed at which the wheels move toward their resting state (straight ahead) at fast speed
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float speedSlow; // this is the max speed of "slow"
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float speedFast; // this is the min speed of "fast"
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float turnThrottleReduceSlow; // this is the amount of throttle reduction to apply at the maximum steering angle
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float turnThrottleReduceFast; // this is the amount of throttle reduction to apply at the maximum steering angle
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float brakeSteeringRateFactor; // this scales the steering rate when the brake/handbrake is down
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float throttleSteeringRestRateFactor; // this scales the steering rest rate when the throttle is down
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float powerSlideAccel; // scale of speed to acceleration
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float boostSteeringRestRateFactor; // this scales the steering rest rate when boosting
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float boostSteeringRateFactor; // this scales the steering rest rate when boosting
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float steeringExponent; // this makes the steering response non-linear. The steering function is linear, then raised to this power
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bool isSkidAllowed; // true/false skid flag
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bool dustCloud; // flag for creating a dustcloud behind vehicle
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};
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struct vehicle_engineparams_t
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{
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DECLARE_SIMPLE_DATADESC();
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float horsepower;
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float maxSpeed;
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float maxRevSpeed;
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float maxRPM; // redline RPM limit
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float axleRatio; // ratio of engine rev to axle rev
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float throttleTime; // time to reach full throttle in seconds
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// transmission
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int gearCount; // gear count - max 10
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float gearRatio[VEHICLE_MAX_GEAR_COUNT]; // ratio for each gear
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// automatic transmission (simple auto-shifter - switches at fixed RPM limits)
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float shiftUpRPM; // max RPMs to switch to a higher gear
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float shiftDownRPM; // min RPMs to switch to a lower gear
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float boostForce;
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float boostDuration;
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float boostDelay;
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float boostMaxSpeed;
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float autobrakeSpeedGain;
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float autobrakeSpeedFactor;
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bool torqueBoost;
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bool isAutoTransmission; // true for auto, false for manual
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};
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struct vehicleparams_t
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{
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DECLARE_SIMPLE_DATADESC();
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int axleCount;
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int wheelsPerAxle;
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vehicle_bodyparams_t body;
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vehicle_axleparams_t axles[VEHICLE_MAX_AXLE_COUNT];
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vehicle_engineparams_t engine;
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vehicle_steeringparams_t steering;
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};
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// Iterator for queries
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class CPassengerSeatTransition;
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typedef CUtlVector< CPassengerSeatTransition> PassengerSeatAnims_t;
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// Seat query types
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enum VehicleSeatQuery_e
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{
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VEHICLE_SEAT_ANY, // Any available seat for our role
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VEHICLE_SEAT_NEAREST, // Seat closest to our starting point
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};
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// Seat anim types for return
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enum PassengerSeatAnimType_t
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{
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PASSENGER_SEAT_ENTRY,
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PASSENGER_SEAT_EXIT
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};
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#define VEHICLE_SEAT_INVALID -1 // An invalid seat
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#endif // VEHICLES_H
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