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