Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "physics_controller_raycast_vehicle.h"
#include "ivp_material.hxx"
#include "ivp_ray_solver.hxx"
#include "ivp_cache_object.hxx"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CPhysics_Car_System_Raycast_Wheels::CPhysics_Car_System_Raycast_Wheels( IVP_Environment *pEnv,
const IVP_Template_Car_System *pCarSystem )
: IVP_Controller_Raycast_Car( pEnv, pCarSystem )
{
InitCarSystemWheels( pCarSystem );
}
//-----------------------------------------------------------------------------
// Purpose: Deconstructor
//-----------------------------------------------------------------------------
CPhysics_Car_System_Raycast_Wheels::~CPhysics_Car_System_Raycast_Wheels()
{
}
//-----------------------------------------------------------------------------
// Purpose: Setup the car system wheels.
//-----------------------------------------------------------------------------
void CPhysics_Car_System_Raycast_Wheels::InitCarSystemWheels( const IVP_Template_Car_System *pCarSystem )
{
for ( int iWheel = 0; iWheel < pCarSystem->n_wheels; ++iWheel )
{
m_pWheels[iWheel] = pCarSystem->car_wheel[iWheel];
m_pWheels[iWheel]->enable_collision_detection( IVP_FALSE );
}
}
//-----------------------------------------------------------------------------
// Purpose: Get the raycast wheel.
//-----------------------------------------------------------------------------
IPhysicsObject *CPhysics_Car_System_Raycast_Wheels::GetWheel( int index )
{
Assert( index >= 0 );
Assert( index < n_wheels );
return ( IPhysicsObject* )m_pWheels[index]->client_data;
}
//-----------------------------------------------------------------------------
// Purpose: Setup the car system wheels.
//-----------------------------------------------------------------------------
void CPhysics_Car_System_Raycast_Wheels::do_raycasts( IVP_Event_Sim *es,
int n_wheels,
class IVP_Ray_Solver_Template *t_in,
class IVP_Ray_Hit *hits_out,
IVP_FLOAT *friction_of_object_out )
{
t_in[0].ray_flags = IVP_RAY_SOLVER_ALL;
int j = 0;
IVP_Ray_Solver_Min ray_solver0(&t_in[j]);
j++; if ( j >= n_wheels) j--;
IVP_Ray_Solver_Min ray_solver1(&t_in[j]);
j++; if ( j >= n_wheels) j--;
IVP_Ray_Solver_Min ray_solver2(&t_in[j]);
j++; if ( j >= n_wheels) j--;
IVP_Ray_Solver_Min ray_solver3(&t_in[j]);
IVP_Ray_Solver_Min *solvers[4] = { &ray_solver0, &ray_solver1, &ray_solver2, &ray_solver3 };
IVP_Ray_Solver_Group rs_group( n_wheels, (IVP_Ray_Solver **)solvers );
#if 0
// Debug!
IVP_CarSystemDebugData_t carSystemDebugData;
GetCarSystemDebugData( carSystemDebugData );
carSystemDebugData.wheelRaycasts[0][0] = ray_solver0.ray_start_point;
carSystemDebugData.wheelRaycasts[0][1] = ray_solver0.ray_end_point;
carSystemDebugData.wheelRaycasts[1][0] = ray_solver1.ray_start_point;
carSystemDebugData.wheelRaycasts[1][1] = ray_solver1.ray_end_point;
carSystemDebugData.wheelRaycasts[2][0] = ray_solver2.ray_start_point;
carSystemDebugData.wheelRaycasts[2][1] = ray_solver2.ray_end_point;
carSystemDebugData.wheelRaycasts[3][0] = ray_solver3.ray_start_point;
carSystemDebugData.wheelRaycasts[3][1] = ray_solver3.ray_end_point;
#endif
// check which objects are hit
rs_group.check_ray_group_against_all_objects_in_sim(es->environment);
for ( int i = 0; i < n_wheels; i++ )
{
IVP_Ray_Hit *hit = solvers[i]->get_ray_hit();
if (hit)
{
hits_out[i] = *hit;
friction_of_object_out[i] = hit->hit_real_object->l_default_material->get_friction_factor();
#if 0
// Debug!
carSystemDebugData.wheelRaycastImpacts[i] = ( hit->hit_distance / solvers[i]->ray_length );
#endif
}
else
{
memset( &hits_out[i], 0, sizeof(IVP_Ray_Hit) );
friction_of_object_out[i] = 0;
#if 0
// Debug!
carSystemDebugData.wheelRaycastImpacts[i] = 0.0f;
#endif
}
}
#if 0
// Debug!
SetCarSystemDebugData( carSystemDebugData );
#endif
}
void CPhysics_Car_System_Raycast_Wheels::update_wheel_positions( void )
{
// Get the car body object.
IVP_Cache_Object *pCacheObject = car_body->get_cache_object();
// Get the core (vehicle) matrix.
IVP_U_Matrix m_core_f_object;
car_body->calc_m_core_f_object( &m_core_f_object );
for ( int iWheel = 0; iWheel < n_wheels; ++iWheel )
{
// Get the current raycast wheel.
IVP_Raycast_Car_Wheel *pRaycastWheel = get_wheel( IVP_POS_WHEEL( iWheel ) );
// Get the position of the wheel in vehicle core space.
IVP_U_Float_Point hp_cs;
hp_cs.add_multiple( &pRaycastWheel->hp_cs, &pRaycastWheel->spring_direction_cs, pRaycastWheel->raycast_dist - pRaycastWheel->wheel_radius );
// Get the position on vehicle object space (inverse transform).
IVP_U_Float_Point hp_os;
m_core_f_object.vimult4( &hp_cs, &hp_os );
// Transform the wheel position from object space into world space.
IVP_U_Point hp_ws;
pCacheObject->transform_position_to_world_coords( &hp_os, &hp_ws );
// Apply rotational component.
IVP_U_Point wheel_cs( &pRaycastWheel->axis_direction_cs );
IVP_U_Point wheel2_cs( 0 ,0 ,0 );
wheel2_cs.k[index_y] = -1.0;
wheel2_cs.rotate( IVP_COORDINATE_INDEX( index_x ), pRaycastWheel->angle_wheel );
IVP_U_Matrix3 m_core_f_wheel;
m_core_f_wheel.init_normized3_col( &wheel_cs, IVP_COORDINATE_INDEX( index_x ), &wheel2_cs );
IVP_U_Matrix3 m_world_f_wheel;
pCacheObject->m_world_f_object.mmult3( &m_core_f_wheel, &m_world_f_wheel ); // bid hack, assumes cs = os (for rotation);
IVP_U_Quat rot_ws;
rot_ws.set_quaternion( &m_world_f_wheel );
m_pWheels[iWheel]->beam_object_to_new_position( &rot_ws, &hp_ws );
}
pCacheObject->remove_reference();
}