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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A base class that deals with four-wheel vehicles
//
// $NoKeywords: $
//=============================================================================//
#ifndef FOUR_WHEEL_VEHICLE_PHYSICS_H
#define FOUR_WHEEL_VEHICLE_PHYSICS_H
#ifdef _WIN32
#pragma once
#endif
#include "vphysics/vehicles.h"
#include "vcollide_parse.h"
#include "datamap.h"
#include "vehicle_sounds.h"
// in/sec to miles/hour
#define INS2MPH_SCALE ( 3600 * (1/5280.0f) * (1/12.0f) )
#define INS2MPH(x) ( (x) * INS2MPH_SCALE )
#define MPH2INS(x) ( (x) * (1/INS2MPH_SCALE) )
class CBaseAnimating; class CFourWheelServerVehicle;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CFourWheelVehiclePhysics { public: DECLARE_DATADESC();
CFourWheelVehiclePhysics( CBaseAnimating *pOuter ); ~CFourWheelVehiclePhysics ();
// Call Precache + Spawn from the containing entity's Precache + Spawn methods
void Spawn(); void SetOuter( CBaseAnimating *pOuter, CFourWheelServerVehicle *pServerVehicle ); // Initializes the vehicle physics so we can drive it
bool Initialize( const char *pScriptName, unsigned int nVehicleType );
void Teleport( matrix3x4_t& relativeTransform ); bool VPhysicsUpdate( IPhysicsObject *pPhysics ); bool Think(); void PlaceWheelDust( int wheelIndex, bool ignoreSpeed = false );
void DrawDebugGeometryOverlays(); int DrawDebugTextOverlays( int nOffset );
// Updates the controls based on user input
void UpdateDriverControls( CUserCmd *cmd, float flFrameTime );
// Various steering parameters
void SetThrottle( float flThrottle ); void SetMaxThrottle( float flMaxThrottle ); void SetMaxReverseThrottle( float flMaxThrottle ); void SetSteering( float flSteering, float flSteeringRate ); void SetSteeringDegrees( float flDegrees ); void SetAction( float flAction ); void TurnOn( ); void TurnOff(); void ReleaseHandbrake(); void SetHandbrake( bool bBrake ); bool IsOn() const { return m_bIsOn; } void ResetControls(); void SetBoost( float flBoost ); bool UpdateBooster( void ); void SetHasBrakePedal( bool bHasBrakePedal );
// Engine
void SetDisableEngine( bool bDisable ); bool IsEngineDisabled( void ) { return m_pVehicle->IsEngineDisabled(); }
// Enable/Disable Motion
void EnableMotion( void ); void DisableMotion( void );
// Shared code to compute the vehicle view position
void GetVehicleViewPosition( const char *pViewAttachment, float flPitchFactor, Vector *pAbsPosition, QAngle *pAbsAngles );
IPhysicsObject *GetWheel( int iWheel ) { return m_pWheels[iWheel]; }
int GetSpeed() const; int GetMaxSpeed() const; int GetRPM() const; float GetThrottle() const; bool HasBoost() const; int BoostTimeLeft() const; bool IsBoosting( void ); float GetHLSpeed() const; float GetSteering() const; float GetSteeringDegrees() const; IPhysicsVehicleController* GetVehicle(void) { return m_pVehicle; } float GetWheelBaseHeight(int wheelIndex) { return m_wheelBaseHeight[wheelIndex]; } float GetWheelTotalHeight(int wheelIndex) { return m_wheelTotalHeight[wheelIndex]; }
IPhysicsVehicleController *GetVehicleController() { return m_pVehicle; } const vehicleparams_t &GetVehicleParams( void ) { return m_pVehicle->GetVehicleParams(); } const vehicle_controlparams_t &GetVehicleControls( void ) { return m_controls; } const vehicle_operatingparams_t &GetVehicleOperatingParams( void ) { return m_pVehicle->GetOperatingParams(); }
int VPhysicsGetObjectList( IPhysicsObject **pList, int listMax );
private: // engine sounds
void CalcWheelData( vehicleparams_t &vehicle );
void SteeringRest( float carSpeed, const vehicleparams_t &vehicleData ); void SteeringTurn( float carSpeed, const vehicleparams_t &vehicleData, bool bTurnLeft, bool bBrake, bool bThrottle ); void SteeringTurnAnalog( float carSpeed, const vehicleparams_t &vehicleData, float sidemove );
// A couple wrapper methods to perform common operations
int LookupPoseParameter( const char *szName ); float GetPoseParameter( int iParameter ); float SetPoseParameter( int iParameter, float flValue ); bool GetAttachment ( const char *szName, Vector &origin, QAngle &angles );
void InitializePoseParameters(); bool ParseVehicleScript( const char *pScriptName, solid_t &solid, vehicleparams_t &vehicle );
private: // This is the entity that contains this class
CHandle<CBaseAnimating> m_pOuter; CFourWheelServerVehicle *m_pOuterServerVehicle;
vehicle_controlparams_t m_controls; IPhysicsVehicleController *m_pVehicle;
// Vehicle state info
int m_nSpeed; int m_nLastSpeed; int m_nRPM; float m_fLastBoost; int m_nBoostTimeLeft; int m_nHasBoost;
float m_maxThrottle; float m_flMaxRevThrottle; float m_flMaxSpeed; float m_actionSpeed; IPhysicsObject *m_pWheels[4];
int m_wheelCount;
Vector m_wheelPosition[4]; QAngle m_wheelRotation[4]; float m_wheelBaseHeight[4]; float m_wheelTotalHeight[4]; int m_poseParameters[12]; float m_actionValue; float m_actionScale; float m_debugRadius; float m_throttleRate; float m_throttleStartTime; float m_throttleActiveTime; float m_turboTimer;
float m_flVehicleVolume; // NPC driven vehicles used louder sounds
bool m_bIsOn; bool m_bLastThrottle; bool m_bLastBoost; bool m_bLastSkid; };
//-----------------------------------------------------------------------------
// Physics state..
//-----------------------------------------------------------------------------
inline int CFourWheelVehiclePhysics::GetSpeed() const { return m_nSpeed; }
inline int CFourWheelVehiclePhysics::GetMaxSpeed() const { return INS2MPH(m_pVehicle->GetVehicleParams().engine.maxSpeed); }
inline int CFourWheelVehiclePhysics::GetRPM() const { return m_nRPM; }
inline float CFourWheelVehiclePhysics::GetThrottle() const { return m_controls.throttle; }
inline bool CFourWheelVehiclePhysics::HasBoost() const { return m_nHasBoost != 0; }
inline int CFourWheelVehiclePhysics::BoostTimeLeft() const { return m_nBoostTimeLeft; }
inline void CFourWheelVehiclePhysics::SetOuter( CBaseAnimating *pOuter, CFourWheelServerVehicle *pServerVehicle ) { m_pOuter = pOuter; m_pOuterServerVehicle = pServerVehicle; }
float RemapAngleRange( float startInterval, float endInterval, float value );
#define ROLL_CURVE_ZERO 5 // roll less than this is clamped to zero
#define ROLL_CURVE_LINEAR 45 // roll greater than this is copied out
#define PITCH_CURVE_ZERO 10 // pitch less than this is clamped to zero
#define PITCH_CURVE_LINEAR 45 // pitch greater than this is copied out
#endif // FOUR_WHEEL_VEHICLE_PHYSICS_H
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