Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef VEHICLES_H
#define VEHICLES_H
#ifdef _WIN32
#pragma once
#endif
#include "datamap.h"
#define VEHICLE_TYPE_CAR_WHEELS (1<<0)
#define VEHICLE_TYPE_CAR_RAYCAST (1<<1)
#define VEHICLE_TYPE_JETSKI_RAYCAST (1<<2)
#define VEHICLE_TYPE_AIRBOAT_RAYCAST (1<<3)
#define VEHICLE_MAX_AXLE_COUNT 4
#define VEHICLE_MAX_GEAR_COUNT 6
#define VEHICLE_MAX_WHEEL_COUNT (2*VEHICLE_MAX_AXLE_COUNT)
#define VEHICLE_TIRE_NORMAL 0
#define VEHICLE_TIRE_BRAKING 1
#define VEHICLE_TIRE_POWERSLIDE 2
struct vehicle_controlparams_t { float throttle; float steering; float brake; float boost; bool handbrake; bool handbrakeLeft; bool handbrakeRight; bool brakepedal; bool bHasBrakePedal; bool bAnalogSteering; };
struct vehicle_operatingparams_t { DECLARE_SIMPLE_DATADESC();
float speed; float engineRPM; int gear; float boostDelay; int boostTimeLeft; float skidSpeed; int skidMaterial; float steeringAngle; int wheelsNotInContact; int wheelsInContact; bool isTorqueBoosting; };
// Debug!
#define VEHICLE_DEBUGRENDERDATA_MAX_WHEELS 10
#define VEHICLE_DEBUGRENDERDATA_MAX_AXLES 3
struct vehicle_debugcarsystem_t { Vector vecAxlePos[VEHICLE_DEBUGRENDERDATA_MAX_AXLES];
Vector vecWheelPos[VEHICLE_DEBUGRENDERDATA_MAX_WHEELS]; Vector vecWheelRaycasts[VEHICLE_DEBUGRENDERDATA_MAX_WHEELS][2]; Vector vecWheelRaycastImpacts[VEHICLE_DEBUGRENDERDATA_MAX_WHEELS]; };
struct vehicleparams_t;
class IPhysicsVehicleController { public: virtual ~IPhysicsVehicleController() {} // call this from the game code with the control parameters
virtual void Update( float dt, vehicle_controlparams_t &controls ) = 0; virtual const vehicle_operatingparams_t &GetOperatingParams() = 0; virtual const vehicleparams_t &GetVehicleParams() = 0; virtual vehicleparams_t &GetVehicleParamsForChange() = 0; virtual float UpdateBooster(float dt) = 0; virtual int GetWheelCount(void) = 0; virtual IPhysicsObject *GetWheel(int index) = 0; virtual bool GetWheelContactPoint( int index, Vector *pContactPoint, int *pSurfaceProps ) = 0; virtual void SetSpringLength(int wheelIndex, float length) = 0; virtual void SetWheelFriction(int wheelIndex, float friction) = 0;
virtual void OnVehicleEnter( void ) = 0; virtual void OnVehicleExit( void ) = 0;
virtual void SetEngineDisabled( bool bDisable ) = 0; virtual bool IsEngineDisabled( void ) = 0;
// Debug
virtual void GetCarSystemDebugData( vehicle_debugcarsystem_t &debugCarSystem ) = 0; virtual void VehicleDataReload() = 0; };
// parameters for the body object control of the vehicle
struct vehicle_bodyparams_t { DECLARE_SIMPLE_DATADESC();
Vector massCenterOverride; // leave at vec3_origin for no override
float massOverride; // leave at 0 for no override
float addGravity; // keeps car down
float tiltForce; // keeps car down when not on flat ground
float tiltForceHeight; // where the tilt force pulls relative to center of mass
float counterTorqueFactor; float keepUprightTorque; float maxAngularVelocity; // clamp the car angular velocity separately from other objects to keep stable
};
// wheel objects are created by vphysics, these are the parameters for those objects
// NOTE: They are paired, so only one set of parameters is necessary per axle
struct vehicle_wheelparams_t { DECLARE_SIMPLE_DATADESC();
float radius; float mass; float inertia; float damping; // usually 0
float rotdamping; // usually 0
float frictionScale; // 1.5 front, 1.8 rear
int materialIndex; int brakeMaterialIndex; int skidMaterialIndex; float springAdditionalLength; // 0 means the spring is at it's rest length
};
struct vehicle_suspensionparams_t { DECLARE_SIMPLE_DATADESC();
float springConstant; float springDamping; float stabilizerConstant; float springDampingCompression; float maxBodyForce; };
// NOTE: both raytrace and wheel data here because jetski uses both.
struct vehicle_axleparams_t { DECLARE_SIMPLE_DATADESC();
Vector offset; // center of this axle in vehicle object space
Vector wheelOffset; // offset to wheel (assume other wheel is symmetric at -wheelOffset) from axle center
Vector raytraceCenterOffset; // offset to center of axle for the raytrace data.
Vector raytraceOffset; // offset to raytrace for non-wheel (some wheeled) vehicles
vehicle_wheelparams_t wheels; vehicle_suspensionparams_t suspension; float torqueFactor; // normalized to 1 across all axles
// e.g. 0,1 for rear wheel drive - 0.5,0.5 for 4 wheel drive
float brakeFactor; // normalized to 1 across all axles
};
struct vehicle_steeringparams_t { DECLARE_SIMPLE_DATADESC();
float degreesSlow; // angle in degrees of steering at slow speed
float degreesFast; // angle in degrees of steering at fast speed
float degreesBoost; // angle in degrees of steering at fast speed
float steeringRateSlow; // this is the speed the wheels are steered when the vehicle is slow
float steeringRateFast; // this is the speed the wheels are steered when the vehicle is "fast"
float steeringRestRateSlow; // this is the speed at which the wheels move toward their resting state (straight ahead) at slow speed
float steeringRestRateFast; // this is the speed at which the wheels move toward their resting state (straight ahead) at fast speed
float speedSlow; // this is the max speed of "slow"
float speedFast; // this is the min speed of "fast"
float turnThrottleReduceSlow; // this is the amount of throttle reduction to apply at the maximum steering angle
float turnThrottleReduceFast; // this is the amount of throttle reduction to apply at the maximum steering angle
float brakeSteeringRateFactor; // this scales the steering rate when the brake/handbrake is down
float throttleSteeringRestRateFactor; // this scales the steering rest rate when the throttle is down
float powerSlideAccel; // scale of speed to acceleration
float boostSteeringRestRateFactor; // this scales the steering rest rate when boosting
float boostSteeringRateFactor; // this scales the steering rest rate when boosting
float steeringExponent; // this makes the steering response non-linear. The steering function is linear, then raised to this power
bool isSkidAllowed; // true/false skid flag
bool dustCloud; // flag for creating a dustcloud behind vehicle
};
struct vehicle_engineparams_t { DECLARE_SIMPLE_DATADESC();
float horsepower; float maxSpeed; float maxRevSpeed; float maxRPM; // redline RPM limit
float axleRatio; // ratio of engine rev to axle rev
float throttleTime; // time to reach full throttle in seconds
// transmission
int gearCount; // gear count - max 10
float gearRatio[VEHICLE_MAX_GEAR_COUNT]; // ratio for each gear
// automatic transmission (simple auto-shifter - switches at fixed RPM limits)
float shiftUpRPM; // max RPMs to switch to a higher gear
float shiftDownRPM; // min RPMs to switch to a lower gear
float boostForce; float boostDuration; float boostDelay; float boostMaxSpeed; float autobrakeSpeedGain; float autobrakeSpeedFactor; bool torqueBoost; bool isAutoTransmission; // true for auto, false for manual
};
struct vehicleparams_t { DECLARE_SIMPLE_DATADESC();
int axleCount; int wheelsPerAxle; vehicle_bodyparams_t body; vehicle_axleparams_t axles[VEHICLE_MAX_AXLE_COUNT]; vehicle_engineparams_t engine; vehicle_steeringparams_t steering; };
// Iterator for queries
class CPassengerSeatTransition; typedef CUtlVector< CPassengerSeatTransition> PassengerSeatAnims_t;
// Seat query types
enum VehicleSeatQuery_e { VEHICLE_SEAT_ANY, // Any available seat for our role
VEHICLE_SEAT_NEAREST, // Seat closest to our starting point
};
// Seat anim types for return
enum PassengerSeatAnimType_t { PASSENGER_SEAT_ENTRY, PASSENGER_SEAT_EXIT };
#define VEHICLE_SEAT_INVALID -1 // An invalid seat
#endif // VEHICLES_H
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