mirror of
https://github.com/nillerusr/source-engine.git
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1607 lines
55 KiB
C++
1607 lines
55 KiB
C++
//========= Copyright 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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#ifdef _WIN32
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#pragma warning (disable:4127)
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#pragma warning (disable:4244)
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#endif
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#include "cbase.h"
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#include "ivp_controller.hxx"
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#include "ivp_cache_object.hxx"
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#include "ivp_car_system.hxx"
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#include "ivp_constraint_car.hxx"
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#include "ivp_material.hxx"
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#include "vphysics/vehicles.h"
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#include "vphysics/friction.h"
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#include "physics_vehicle.h"
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#include "physics_controller_raycast_vehicle.h"
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#include "physics_airboat.h"
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#include "ivp_car_system.hxx"
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#include "ivp_listener_object.hxx"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define THROTTLE_OPPOSING_FORCE_EPSILON 5.0f
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#define VEHICLE_SKID_EPSILON 0.1f
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// y in/s = x miles/hour * (5280 * 12 (in / mile)) * (1 / 3600 (hour / sec) )
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//#define MPH2INS(x) ( (x) * 5280.0f * 12.0f / 3600.0f )
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//#define INS2MPH(x) ( (x) * 3600 * (1/5280.0f) * (1/12.0f) )
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#define MPH_TO_METERSPERSECOND 0.44707f
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#define METERSPERSECOND_TO_MPH (1.0f / MPH_TO_METERSPERSECOND)
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#define MPH_TO_GAMEVEL(x) (ConvertDistanceToHL( (x) * MPH_TO_METERSPERSECOND ))
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#define GAMEVEL_TO_MPH(x) (ConvertDistanceToIVP(x) * METERSPERSECOND_TO_MPH)
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#define FVEHICLE_THROTTLE_STOPPED 0x00000001
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#define FVEHICLE_HANDBRAKE_ON 0x00000002
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struct vphysics_save_cvehiclecontroller_t
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{
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CPhysicsObject *m_pCarBody;
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int m_wheelCount;
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vehicleparams_t m_vehicleData;
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vehicle_operatingparams_t m_currentState;
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float m_wheelRadius;
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float m_bodyMass;
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float m_totalWheelMass;
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float m_gravityLength;
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float m_torqueScale;
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CPhysicsObject *m_pWheels[VEHICLE_MAX_WHEEL_COUNT];
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Vector m_wheelPosition_Bs[VEHICLE_MAX_WHEEL_COUNT];
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Vector m_tracePosition_Bs[VEHICLE_MAX_WHEEL_COUNT];
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int m_vehicleFlags;
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unsigned int m_nTireType;
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unsigned int m_nVehicleType;
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bool m_bTraceData;
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bool m_bOccupied;
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bool m_bEngineDisable;
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float m_flVelocity[3];
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DECLARE_SIMPLE_DATADESC();
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};
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BEGIN_SIMPLE_DATADESC( vphysics_save_cvehiclecontroller_t )
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DEFINE_VPHYSPTR( m_pCarBody ),
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DEFINE_FIELD( m_wheelCount, FIELD_INTEGER ),
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DEFINE_EMBEDDED( m_vehicleData ),
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DEFINE_EMBEDDED( m_currentState ),
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DEFINE_FIELD( m_wheelCount, FIELD_INTEGER ),
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DEFINE_FIELD( m_bodyMass, FIELD_FLOAT ),
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DEFINE_FIELD( m_totalWheelMass, FIELD_FLOAT ),
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DEFINE_FIELD( m_gravityLength, FIELD_FLOAT ),
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DEFINE_FIELD( m_torqueScale, FIELD_FLOAT ),
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DEFINE_VPHYSPTR_ARRAY( m_pWheels, VEHICLE_MAX_WHEEL_COUNT ),
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DEFINE_ARRAY( m_wheelPosition_Bs, FIELD_VECTOR, VEHICLE_MAX_WHEEL_COUNT ),
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DEFINE_ARRAY( m_tracePosition_Bs, FIELD_VECTOR, VEHICLE_MAX_WHEEL_COUNT ),
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DEFINE_FIELD( m_vehicleFlags, FIELD_INTEGER ),
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DEFINE_FIELD( m_nTireType, FIELD_INTEGER ),
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DEFINE_FIELD( m_nVehicleType, FIELD_INTEGER ),
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DEFINE_FIELD( m_bTraceData, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bOccupied, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bEngineDisable, FIELD_BOOLEAN ),
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DEFINE_ARRAY( m_flVelocity, FIELD_FLOAT, 3 ),
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END_DATADESC()
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BEGIN_SIMPLE_DATADESC( vehicle_operatingparams_t )
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DEFINE_FIELD( speed, FIELD_FLOAT ),
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DEFINE_FIELD( engineRPM, FIELD_FLOAT ),
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DEFINE_FIELD( gear, FIELD_INTEGER ),
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DEFINE_FIELD( boostDelay, FIELD_FLOAT ),
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DEFINE_FIELD( boostTimeLeft, FIELD_INTEGER ),
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DEFINE_FIELD( skidSpeed, FIELD_FLOAT ),
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DEFINE_CUSTOM_FIELD( skidMaterial, MaterialIndexDataOps() ),
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DEFINE_FIELD( steeringAngle, FIELD_FLOAT ),
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DEFINE_FIELD( wheelsInContact, FIELD_INTEGER ),
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DEFINE_FIELD( wheelsNotInContact,FIELD_INTEGER ),
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DEFINE_FIELD( isTorqueBoosting, FIELD_BOOLEAN ),
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END_DATADESC()
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BEGIN_SIMPLE_DATADESC( vehicle_bodyparams_t )
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DEFINE_FIELD( massCenterOverride, FIELD_VECTOR ),
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DEFINE_FIELD( massOverride, FIELD_FLOAT ),
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DEFINE_FIELD( addGravity, FIELD_FLOAT ),
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DEFINE_FIELD( maxAngularVelocity, FIELD_FLOAT ),
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DEFINE_FIELD( tiltForce, FIELD_FLOAT ),
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DEFINE_FIELD( tiltForceHeight, FIELD_FLOAT ),
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DEFINE_FIELD( counterTorqueFactor, FIELD_FLOAT ),
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DEFINE_FIELD( keepUprightTorque, FIELD_FLOAT ),
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END_DATADESC()
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BEGIN_SIMPLE_DATADESC( vehicle_wheelparams_t )
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DEFINE_FIELD( radius, FIELD_FLOAT ),
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DEFINE_FIELD( mass, FIELD_FLOAT ),
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DEFINE_FIELD( inertia, FIELD_FLOAT ),
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DEFINE_FIELD( damping, FIELD_FLOAT ),
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DEFINE_FIELD( rotdamping, FIELD_FLOAT ),
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DEFINE_FIELD( frictionScale, FIELD_FLOAT ),
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DEFINE_CUSTOM_FIELD( materialIndex, MaterialIndexDataOps() ),
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DEFINE_CUSTOM_FIELD( brakeMaterialIndex, MaterialIndexDataOps() ),
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DEFINE_CUSTOM_FIELD( skidMaterialIndex, MaterialIndexDataOps() ),
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DEFINE_FIELD( springAdditionalLength, FIELD_FLOAT ),
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END_DATADESC()
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BEGIN_SIMPLE_DATADESC( vehicle_suspensionparams_t )
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DEFINE_FIELD( springConstant, FIELD_FLOAT ),
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DEFINE_FIELD( springDamping, FIELD_FLOAT ),
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DEFINE_FIELD( stabilizerConstant, FIELD_FLOAT ),
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DEFINE_FIELD( springDampingCompression, FIELD_FLOAT ),
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DEFINE_FIELD( maxBodyForce, FIELD_FLOAT ),
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END_DATADESC()
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BEGIN_SIMPLE_DATADESC( vehicle_axleparams_t )
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DEFINE_FIELD( offset, FIELD_VECTOR ),
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DEFINE_FIELD( wheelOffset, FIELD_VECTOR ),
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DEFINE_FIELD( raytraceCenterOffset, FIELD_VECTOR ),
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DEFINE_FIELD( raytraceOffset, FIELD_VECTOR ),
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DEFINE_EMBEDDED( wheels ),
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DEFINE_EMBEDDED( suspension ),
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DEFINE_FIELD( torqueFactor, FIELD_FLOAT ),
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DEFINE_FIELD( brakeFactor, FIELD_FLOAT ),
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END_DATADESC()
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BEGIN_SIMPLE_DATADESC( vehicle_steeringparams_t )
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DEFINE_FIELD( degreesSlow, FIELD_FLOAT ),
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DEFINE_FIELD( degreesFast, FIELD_FLOAT ),
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DEFINE_FIELD( degreesBoost, FIELD_FLOAT ),
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DEFINE_FIELD( steeringRateSlow, FIELD_FLOAT ),
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DEFINE_FIELD( steeringRateFast, FIELD_FLOAT ),
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DEFINE_FIELD( steeringRestRateSlow, FIELD_FLOAT ),
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DEFINE_FIELD( steeringRestRateFast, FIELD_FLOAT ),
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DEFINE_FIELD( throttleSteeringRestRateFactor, FIELD_FLOAT ),
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DEFINE_FIELD( boostSteeringRestRateFactor, FIELD_FLOAT ),
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DEFINE_FIELD( boostSteeringRateFactor, FIELD_FLOAT ),
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DEFINE_FIELD( steeringExponent, FIELD_FLOAT ),
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DEFINE_FIELD( speedSlow, FIELD_FLOAT ),
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DEFINE_FIELD( speedFast, FIELD_FLOAT ),
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DEFINE_FIELD( turnThrottleReduceSlow, FIELD_FLOAT ),
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DEFINE_FIELD( turnThrottleReduceFast, FIELD_FLOAT ),
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DEFINE_FIELD( powerSlideAccel, FIELD_FLOAT ),
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DEFINE_FIELD( brakeSteeringRateFactor, FIELD_FLOAT ),
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DEFINE_FIELD( isSkidAllowed, FIELD_BOOLEAN ),
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DEFINE_FIELD( dustCloud, FIELD_BOOLEAN ),
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END_DATADESC()
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BEGIN_SIMPLE_DATADESC( vehicle_engineparams_t )
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DEFINE_FIELD( horsepower, FIELD_FLOAT ),
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DEFINE_FIELD( maxSpeed, FIELD_FLOAT ),
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DEFINE_FIELD( maxRevSpeed, FIELD_FLOAT ),
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DEFINE_FIELD( maxRPM, FIELD_FLOAT ),
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DEFINE_FIELD( axleRatio, FIELD_FLOAT ),
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DEFINE_FIELD( throttleTime, FIELD_FLOAT ),
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DEFINE_FIELD( maxRPM, FIELD_FLOAT ),
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DEFINE_FIELD( isAutoTransmission, FIELD_BOOLEAN ),
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DEFINE_FIELD( gearCount, FIELD_INTEGER ),
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DEFINE_AUTO_ARRAY( gearRatio, FIELD_FLOAT ),
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DEFINE_FIELD( shiftUpRPM, FIELD_FLOAT ),
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DEFINE_FIELD( shiftDownRPM, FIELD_FLOAT ),
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DEFINE_FIELD( boostForce, FIELD_FLOAT ),
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DEFINE_FIELD( boostDuration, FIELD_FLOAT ),
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DEFINE_FIELD( boostDelay, FIELD_FLOAT ),
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DEFINE_FIELD( boostMaxSpeed, FIELD_FLOAT ),
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DEFINE_FIELD( autobrakeSpeedGain, FIELD_FLOAT ),
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DEFINE_FIELD( autobrakeSpeedFactor, FIELD_FLOAT ),
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DEFINE_FIELD( torqueBoost, FIELD_BOOLEAN ),
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END_DATADESC()
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BEGIN_SIMPLE_DATADESC( vehicleparams_t )
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DEFINE_FIELD( axleCount, FIELD_INTEGER ),
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DEFINE_FIELD( wheelsPerAxle, FIELD_INTEGER ),
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DEFINE_EMBEDDED( body ),
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DEFINE_EMBEDDED_AUTO_ARRAY( axles ),
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DEFINE_EMBEDDED( engine ),
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DEFINE_EMBEDDED( steering ),
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END_DATADESC()
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bool IsVehicleWheel( IVP_Real_Object *pivp )
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{
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CPhysicsObject *pObject = static_cast<CPhysicsObject *>(pivp->client_data);
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// FIXME: Check why this is null! It occurs when jumping the ravine in seafloor
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if (!pObject)
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return false;
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return (pObject->CallbackFlags() & CALLBACK_IS_VEHICLE_WHEEL) ? true : false;
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}
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inline bool IsMoveable( IVP_Real_Object *pObject )
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{
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IVP_Core *pCore = pObject->get_core();
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if ( pCore->pinned || pCore->physical_unmoveable )
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return false;
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return true;
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}
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inline bool IVPFloatPointIsZero( const IVP_U_Float_Point &test )
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{
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const float eps = 1e-4f;
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return test.quad_length() < eps ? true : false;
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}
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bool ShouldOverrideWheelContactFriction( float *pFrictionOut, IVP_Real_Object *pivp0, IVP_Real_Object *pivp1, IVP_U_Float_Point *pNormal )
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{
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if ( !pivp0->get_core()->car_wheel && !pivp1->get_core()->car_wheel )
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return false;
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if ( !IsVehicleWheel(pivp0) )
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{
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if ( !IsVehicleWheel(pivp1) )
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return false;
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// swap so pivp0 is a wheel
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IVP_Real_Object *pTmp = pivp0;
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pivp0 = pivp1;
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pivp1 = pTmp;
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}
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// if we got here then pivp0 is a car wheel object
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// BUGBUG: IVP sometimes sends us a bogus normal
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// when doing a material realc on existing contacts!
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if ( !IVPFloatPointIsZero(pNormal) )
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{
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IVP_U_Float_Point normalWheelSpace;
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pivp0->get_core()->get_m_world_f_core_PSI()->vimult3( pNormal, &normalWheelSpace );
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if ( fabs(normalWheelSpace.k[0]) > 0.2588f ) // 15 degree wheel cone
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{
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// adjust friction here, this isn't a valid part of the wheel for contact, set friction to zero
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//Vector tmp;ConvertDirectionToHL( normalWheelSpace, tmp );Msg("Wheel sliding on surface %.2f %.2f %.2f\n", tmp.x, tmp.y, tmp.z );
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*pFrictionOut = 0;
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return true;
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}
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}
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// was car wheel, but didn't adjust - use default friction
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return false;
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}
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class CVehicleController : public IPhysicsVehicleController, public IVP_Listener_Object
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{
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public:
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CVehicleController( );
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CVehicleController( const vehicleparams_t ¶ms, CPhysicsEnvironment *pEnv, unsigned int nVehicleType, IPhysicsGameTrace *pGameTrace );
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~CVehicleController();
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// CVehicleController
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void InitCarSystem( CPhysicsObject *pBodyObject );
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// IPhysicsVehicleController
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void Update( float dt, vehicle_controlparams_t &controls );
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float UpdateBooster( float dt );
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void SetSpringLength(int wheelIndex, float length);
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const vehicle_operatingparams_t &GetOperatingParams() { return m_currentState; }
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const vehicleparams_t &GetVehicleParams() { return m_vehicleData; }
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vehicleparams_t &GetVehicleParamsForChange() { return m_vehicleData; }
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int GetWheelCount(void) { return m_wheelCount; };
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IPhysicsObject* GetWheel(int index);
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virtual bool GetWheelContactPoint( int index, Vector *pContactPoint, int *pSurfaceProps );
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void SetWheelFriction(int wheelIndex, float friction);
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void SetEngineDisabled( bool bDisable ) { m_bEngineDisable = bDisable; }
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bool IsEngineDisabled( void ) { return m_bEngineDisable; }
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// Save/load
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void WriteToTemplate( vphysics_save_cvehiclecontroller_t &controllerTemplate );
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void InitFromTemplate( CPhysicsEnvironment *pEnv, void *pGameData, IPhysicsGameTrace *pGameTrace, const vphysics_save_cvehiclecontroller_t &controllerTemplate );
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void VehicleDataReload();
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// Debug
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void GetCarSystemDebugData( vehicle_debugcarsystem_t &debugCarSystem );
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// IVP_Listener_Object
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// Object listener, only hook delete
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virtual void event_object_deleted( IVP_Event_Object *);
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virtual void event_object_created( IVP_Event_Object *) {}
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virtual void event_object_revived( IVP_Event_Object *) {}
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virtual void event_object_frozen ( IVP_Event_Object *) {}
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// Entry/Exit
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void OnVehicleEnter( void );
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void OnVehicleExit( void );
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protected:
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void CreateIVPObjects( );
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void ShutdownCarSystem();
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void InitVehicleData( const vehicleparams_t ¶ms );
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void InitCarSystemBody( IVP_Template_Car_System &ivpVehicleData );
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void InitCarSystemWheels( IVP_Template_Car_System &ivpVehicleData );
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void AttachListener();
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IVP_Real_Object *CreateWheel( int wheelIndex, vehicle_axleparams_t &axle );
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void CreateTraceData( int wheelIndex, vehicle_axleparams_t &axle );
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// Update.
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void UpdateSteering( const vehicle_controlparams_t &controls, float flDeltaTime, float flSpeed );
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void UpdatePowerslide( const vehicle_controlparams_t &controls, bool bPowerslide, float flSpeed );
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void UpdateEngine( const vehicle_controlparams_t &controls, float flDeltaTime, float flThrottle, float flBrake, bool bHandbrake, bool bPowerslide );
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bool UpdateEngineTurboStart( const vehicle_controlparams_t &controls, float flDeltaTime );
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void UpdateEngineTurboFinish( void );
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void UpdateHandbrake( const vehicle_controlparams_t &controls, float flThrottle, bool bHandbrake, bool bPowerslide );
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void UpdateSkidding( bool bHandbrake );
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void UpdateExtraForces( void );
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void UpdateWheelPositions( void );
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float CalcSteering( float dt, float speed, float steering, bool bAnalog );
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void CalcEngine( float throttle, float brake_val, bool handbrake, float steeringVal, bool torqueBoost );
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void CalcEngineTransmission( float flThrottle );
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virtual bool IsBoosting( void );
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private:
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void ResetState();
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IVP_Car_System *m_pCarSystem;
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CPhysicsObject *m_pCarBody;
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CPhysicsEnvironment *m_pEnv;
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IPhysicsGameTrace *m_pGameTrace;
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int m_wheelCount;
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vehicleparams_t m_vehicleData;
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vehicle_operatingparams_t m_currentState;
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float m_wheelRadius;
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float m_bodyMass;
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float m_totalWheelMass;
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float m_gravityLength;
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float m_torqueScale;
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CPhysicsObject *m_pWheels[VEHICLE_MAX_WHEEL_COUNT];
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IVP_U_Float_Point m_wheelPosition_Bs[VEHICLE_MAX_WHEEL_COUNT];
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IVP_U_Float_Point m_tracePosition_Bs[VEHICLE_MAX_WHEEL_COUNT];
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int m_vehicleFlags;
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unsigned int m_nTireType;
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unsigned int m_nVehicleType;
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bool m_bTraceData;
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bool m_bOccupied;
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bool m_bEngineDisable;
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float m_flVelocity[3];
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};
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CVehicleController::CVehicleController( const vehicleparams_t ¶ms, CPhysicsEnvironment *pEnv, unsigned int nVehicleType, IPhysicsGameTrace *pGameTrace )
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{
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m_pEnv = pEnv;
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m_pGameTrace = pGameTrace;
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m_nVehicleType = nVehicleType;
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InitVehicleData( params );
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ResetState();
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}
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CVehicleController::CVehicleController()
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{
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ResetState();
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}
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void CVehicleController::ResetState()
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{
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m_pCarSystem = NULL;
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m_flVelocity[0] = m_flVelocity[1]= m_flVelocity[2] = 0.0f;
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for ( int i = 0; i < VEHICLE_MAX_WHEEL_COUNT; i++ )
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{
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m_pWheels[i] = NULL;
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}
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m_pCarBody = NULL;
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m_torqueScale = 1;
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m_wheelCount = 0;
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m_wheelRadius = 0;
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memset( &m_currentState, 0, sizeof(m_currentState) );
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m_bodyMass = 0;
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m_vehicleFlags = 0;
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memset( m_wheelPosition_Bs, 0, sizeof(m_wheelPosition_Bs) );
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memset( m_tracePosition_Bs, 0, sizeof(m_tracePosition_Bs) );
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m_bTraceData = false;
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if ( m_nVehicleType == VEHICLE_TYPE_AIRBOAT_RAYCAST )
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{
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m_bTraceData = true;
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}
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m_nTireType = VEHICLE_TIRE_NORMAL;
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m_bOccupied = false;
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m_bEngineDisable = false;
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}
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CVehicleController::~CVehicleController()
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{
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ShutdownCarSystem();
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}
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IPhysicsObject* CVehicleController::GetWheel( int index )
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{
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// TODO: This is getting messy.
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if ( m_nVehicleType == VEHICLE_TYPE_CAR_WHEELS )
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{
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return m_pWheels[index];
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}
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else if ( m_nVehicleType == VEHICLE_TYPE_CAR_RAYCAST && m_pCarSystem )
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{
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return static_cast<CPhysics_Car_System_Raycast_Wheels*>( m_pCarSystem )->GetWheel( index );
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}
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else if ( m_nVehicleType == VEHICLE_TYPE_AIRBOAT_RAYCAST && m_pCarSystem )
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{
|
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return static_cast<CPhysics_Airboat*>( m_pCarSystem )->GetWheel( index );
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
void CVehicleController::SetWheelFriction(int wheelIndex, float friction)
|
|
{
|
|
CPhysics_Airboat *pAirboat = static_cast<CPhysics_Airboat*>( m_pCarSystem );
|
|
if ( !pAirboat )
|
|
return;
|
|
|
|
pAirboat->SetWheelFriction( wheelIndex, friction );
|
|
}
|
|
|
|
bool CVehicleController::GetWheelContactPoint( int index, Vector *pContactPoint, int *pSurfaceProps )
|
|
{
|
|
bool bSet = false;
|
|
if ( index < m_wheelCount )
|
|
{
|
|
IPhysicsFrictionSnapshot *pSnapshot = m_pWheels[index]->CreateFrictionSnapshot();
|
|
float forceMax = -1.0f;
|
|
m_pWheels[index]->GetPosition( pContactPoint, NULL );
|
|
while ( pSnapshot->IsValid() )
|
|
{
|
|
float thisForce = pSnapshot->GetNormalForce();
|
|
if ( thisForce > forceMax )
|
|
{
|
|
forceMax = thisForce;
|
|
if ( pContactPoint )
|
|
{
|
|
pSnapshot->GetContactPoint( *pContactPoint );
|
|
}
|
|
if ( pSurfaceProps )
|
|
{
|
|
*pSurfaceProps = pSnapshot->GetMaterial(1);
|
|
}
|
|
bSet = true;
|
|
}
|
|
pSnapshot->NextFrictionData();
|
|
}
|
|
m_pWheels[index]->DestroyFrictionSnapshot(pSnapshot);
|
|
}
|
|
else
|
|
{
|
|
if ( pContactPoint )
|
|
{
|
|
pContactPoint->Init();
|
|
}
|
|
if ( pSurfaceProps )
|
|
{
|
|
*pSurfaceProps = 0;
|
|
}
|
|
|
|
}
|
|
return bSet;
|
|
}
|
|
|
|
void CVehicleController::AttachListener()
|
|
{
|
|
m_pCarBody->GetObject()->add_listener_object( this );
|
|
}
|
|
|
|
void CVehicleController::event_object_deleted( IVP_Event_Object *pEvent )
|
|
{
|
|
// the car system's constraint solver is going to delete itself now, so NULL the car system.
|
|
|
|
m_pCarSystem->event_object_deleted( pEvent );
|
|
m_pCarSystem = NULL;
|
|
ShutdownCarSystem();
|
|
}
|
|
|
|
IVP_Real_Object *CVehicleController::CreateWheel( int wheelIndex, vehicle_axleparams_t &axle )
|
|
{
|
|
if ( wheelIndex >= VEHICLE_MAX_WHEEL_COUNT )
|
|
return NULL;
|
|
|
|
// HACKHACK: In Save/load, the wheel was reloaded, so pretend to create it
|
|
// ALSO NOTE: Save/load puts the results into m_pWheels regardless of vehicle type!!!
|
|
// That's why I'm not calling GetWheel().
|
|
if ( m_pWheels[wheelIndex] )
|
|
{
|
|
CPhysicsObject *pWheelObject = static_cast<CPhysicsObject *>(m_pWheels[wheelIndex]);
|
|
return pWheelObject->GetObject();
|
|
}
|
|
|
|
objectparams_t params;
|
|
memset( ¶ms, 0, sizeof(params) );
|
|
|
|
Vector bodyPosition;
|
|
QAngle bodyAngles;
|
|
m_pCarBody->GetPosition( &bodyPosition, &bodyAngles );
|
|
matrix3x4_t matrix;
|
|
AngleMatrix( bodyAngles, bodyPosition, matrix );
|
|
|
|
Vector position = axle.offset;
|
|
|
|
// BUGBUG: This only works with 2 wheels per axle
|
|
if ( wheelIndex & 1 )
|
|
{
|
|
position += axle.wheelOffset;
|
|
}
|
|
else
|
|
{
|
|
position -= axle.wheelOffset;
|
|
}
|
|
|
|
Vector wheelPositionHL;
|
|
VectorTransform( position, matrix, wheelPositionHL );
|
|
|
|
params.damping = axle.wheels.damping;
|
|
params.dragCoefficient = 0;
|
|
params.enableCollisions = false;
|
|
params.inertia = axle.wheels.inertia;
|
|
params.mass = axle.wheels.mass;
|
|
params.pGameData = m_pCarBody->GetGameData();
|
|
params.pName = "VehicleWheel";
|
|
params.rotdamping = axle.wheels.rotdamping;
|
|
params.rotInertiaLimit = 0;
|
|
params.massCenterOverride = NULL;
|
|
// needs to be in HL units because we're calling through the "outer" interface to create
|
|
// the wheels
|
|
float radius = axle.wheels.radius;
|
|
float r3 = radius * radius * radius;
|
|
params.volume = (4 / 3) * M_PI * r3;
|
|
|
|
CPhysicsObject *pWheel = (CPhysicsObject *)m_pEnv->CreateSphereObject( radius, axle.wheels.materialIndex, wheelPositionHL, bodyAngles, ¶ms, false );
|
|
pWheel->Wake();
|
|
|
|
// UNDONE: only mask off some of these flags?
|
|
unsigned int flags = pWheel->CallbackFlags();
|
|
flags = 0;
|
|
pWheel->SetCallbackFlags( flags );
|
|
// copy the body's game flags
|
|
pWheel->SetGameFlags( m_pCarBody->GetGameFlags() );
|
|
// cache the wheel object pointer
|
|
m_pWheels[wheelIndex] = pWheel;
|
|
|
|
IVP_U_Point wheelPositionIVP, wheelPositionBs;
|
|
ConvertPositionToIVP( wheelPositionHL, wheelPositionIVP );
|
|
TransformIVPToLocal( wheelPositionIVP, wheelPositionBs, m_pCarBody->GetObject(), true );
|
|
m_wheelPosition_Bs[wheelIndex].set_to_zero();
|
|
m_wheelPosition_Bs[wheelIndex].set( &wheelPositionBs );
|
|
|
|
pWheel->AddCallbackFlags( CALLBACK_IS_VEHICLE_WHEEL );
|
|
|
|
return pWheel->GetObject();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CVehicleController::CreateTraceData( int wheelIndex, vehicle_axleparams_t &axle )
|
|
{
|
|
if ( wheelIndex >= VEHICLE_MAX_WHEEL_COUNT )
|
|
return;
|
|
|
|
objectparams_t params;
|
|
memset( ¶ms, 0, sizeof( params ) );
|
|
|
|
Vector bodyPosition;
|
|
QAngle bodyAngles;
|
|
matrix3x4_t matrix;
|
|
m_pCarBody->GetPosition( &bodyPosition, &bodyAngles );
|
|
AngleMatrix( bodyAngles, bodyPosition, matrix );
|
|
|
|
Vector tracePosition = axle.raytraceCenterOffset;
|
|
// BUGBUG: This only works with 2 wheels per axle
|
|
if ( wheelIndex & 1 )
|
|
{
|
|
tracePosition += axle.raytraceOffset;
|
|
}
|
|
else
|
|
{
|
|
tracePosition -= axle.raytraceOffset;
|
|
}
|
|
|
|
Vector tracePositionHL;
|
|
VectorTransform( tracePosition, matrix, tracePositionHL );
|
|
|
|
IVP_U_Point tracePositionIVP, tracePositionBs;
|
|
ConvertPositionToIVP( tracePositionHL, tracePositionIVP );
|
|
TransformIVPToLocal( tracePositionIVP, tracePositionBs, m_pCarBody->GetObject(), true );
|
|
m_tracePosition_Bs[wheelIndex].set_to_zero();
|
|
m_tracePosition_Bs[wheelIndex].set( &tracePositionBs );
|
|
}
|
|
|
|
void CVehicleController::CreateIVPObjects( )
|
|
{
|
|
// Initialize the car system (body and wheels).
|
|
IVP_Template_Car_System ivpVehicleData( m_wheelCount, m_vehicleData.axleCount );
|
|
InitCarSystemBody( ivpVehicleData );
|
|
|
|
InitCarSystemWheels( ivpVehicleData );
|
|
|
|
BEGIN_IVP_ALLOCATION();
|
|
|
|
// Raycast Car
|
|
switch ( m_nVehicleType )
|
|
{
|
|
case VEHICLE_TYPE_CAR_WHEELS:
|
|
m_pCarSystem = new IVP_Car_System_Real_Wheels( m_pEnv->GetIVPEnvironment(), &ivpVehicleData );
|
|
break
|
|
;
|
|
case VEHICLE_TYPE_CAR_RAYCAST:
|
|
m_pCarSystem = new CPhysics_Car_System_Raycast_Wheels( m_pEnv->GetIVPEnvironment(), &ivpVehicleData );
|
|
break;
|
|
|
|
case VEHICLE_TYPE_AIRBOAT_RAYCAST:
|
|
m_pCarSystem = new CPhysics_Airboat( m_pEnv->GetIVPEnvironment(), &ivpVehicleData, m_pGameTrace );
|
|
break;
|
|
}
|
|
|
|
AttachListener();
|
|
|
|
END_IVP_ALLOCATION();
|
|
}
|
|
|
|
|
|
void CVehicleController::InitCarSystem( CPhysicsObject *pBodyObject )
|
|
{
|
|
if ( m_pCarSystem )
|
|
{
|
|
ShutdownCarSystem();
|
|
}
|
|
|
|
// Car body.
|
|
m_pCarBody = pBodyObject;
|
|
m_bodyMass = m_pCarBody->GetMass();
|
|
m_gravityLength = m_pEnv->GetIVPEnvironment()->get_gravity()->real_length();
|
|
// Setup axle/wheel counts.
|
|
m_wheelCount = m_vehicleData.axleCount * m_vehicleData.wheelsPerAxle;
|
|
CreateIVPObjects();
|
|
|
|
if ( m_nVehicleType == VEHICLE_TYPE_AIRBOAT_RAYCAST )
|
|
{
|
|
float flDampSpeed = 1.0f;
|
|
float flDampRotSpeed = 1.0f;
|
|
m_pCarBody->SetDamping( &flDampSpeed, &flDampRotSpeed );
|
|
}
|
|
}
|
|
|
|
void CVehicleController::VehicleDataReload()
|
|
{
|
|
// compute torque normalization factor
|
|
m_torqueScale = 1;
|
|
// Clear accumulation.
|
|
float totalTorqueDistribution = 0.0f;
|
|
for ( int i = 0; i < m_vehicleData.axleCount; i++ )
|
|
{
|
|
totalTorqueDistribution += m_vehicleData.axles[i].torqueFactor;
|
|
}
|
|
|
|
if ( totalTorqueDistribution > 0 )
|
|
{
|
|
m_torqueScale /= totalTorqueDistribution;
|
|
}
|
|
// input speed is in miles/hour. Convert to in/s
|
|
m_vehicleData.engine.maxSpeed = MPH_TO_GAMEVEL(m_vehicleData.engine.maxSpeed);
|
|
m_vehicleData.engine.maxRevSpeed = MPH_TO_GAMEVEL(m_vehicleData.engine.maxRevSpeed);
|
|
m_vehicleData.engine.boostMaxSpeed = MPH_TO_GAMEVEL(m_vehicleData.engine.boostMaxSpeed);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Setup the body parameters.
|
|
//-----------------------------------------------------------------------------
|
|
void CVehicleController::InitCarSystemBody( IVP_Template_Car_System &ivpVehicleData )
|
|
{
|
|
ivpVehicleData.car_body = m_pCarBody->GetObject();
|
|
|
|
ivpVehicleData.index_x = IVP_INDEX_X;
|
|
ivpVehicleData.index_y = IVP_INDEX_Y;
|
|
ivpVehicleData.index_z = IVP_INDEX_Z;
|
|
|
|
ivpVehicleData.body_counter_torque_factor = m_vehicleData.body.counterTorqueFactor;
|
|
ivpVehicleData.body_down_force_vertical_offset = ConvertDistanceToIVP( m_vehicleData.body.tiltForceHeight );
|
|
ivpVehicleData.extra_gravity_force_value = m_vehicleData.body.addGravity * m_gravityLength * m_bodyMass;
|
|
ivpVehicleData.extra_gravity_height_offset = 0;
|
|
|
|
#if 0
|
|
// HACKHACK: match example
|
|
ivpVehicleData.extra_gravity_force_value = 1.2;
|
|
ivpVehicleData.body_down_force_vertical_offset = 2;
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Setup the wheel paramters.
|
|
//-----------------------------------------------------------------------------
|
|
void CVehicleController::InitCarSystemWheels( IVP_Template_Car_System &ivpVehicleData )
|
|
{
|
|
int wheelIndex = 0;
|
|
|
|
m_wheelRadius = 0;
|
|
m_totalWheelMass = 0;
|
|
|
|
int i;
|
|
for ( i = 0; i < m_vehicleData.axleCount; i++ )
|
|
{
|
|
for ( int w = 0; w < m_vehicleData.wheelsPerAxle; w++, wheelIndex++ )
|
|
{
|
|
IVP_Real_Object *pWheel = CreateWheel( wheelIndex, m_vehicleData.axles[i] );
|
|
if ( pWheel )
|
|
{
|
|
// Create ray trace data for wheel.
|
|
if ( m_bTraceData )
|
|
{
|
|
CreateTraceData( wheelIndex, m_vehicleData.axles[i] );
|
|
}
|
|
|
|
ivpVehicleData.car_wheel[wheelIndex] = pWheel;
|
|
ivpVehicleData.wheel_radius[wheelIndex] = pWheel->get_core()->upper_limit_radius;
|
|
ivpVehicleData.wheel_reversed_sign[wheelIndex] = 1.0;
|
|
// only for raycast car
|
|
|
|
ivpVehicleData.friction_of_wheel[wheelIndex] = m_vehicleData.axles[i].wheels.frictionScale;
|
|
ivpVehicleData.spring_constant[wheelIndex] = m_vehicleData.axles[i].suspension.springConstant * m_bodyMass;
|
|
ivpVehicleData.spring_dampening[wheelIndex] = m_vehicleData.axles[i].suspension.springDamping * m_bodyMass;
|
|
ivpVehicleData.spring_dampening_compression[wheelIndex] = m_vehicleData.axles[i].suspension.springDampingCompression * m_bodyMass;
|
|
ivpVehicleData.max_body_force[wheelIndex] = m_vehicleData.axles[i].suspension.maxBodyForce * m_bodyMass;
|
|
ivpVehicleData.spring_pre_tension[wheelIndex] = -ConvertDistanceToIVP( m_vehicleData.axles[i].wheels.springAdditionalLength );
|
|
|
|
ivpVehicleData.wheel_pos_Bos[wheelIndex] = m_wheelPosition_Bs[wheelIndex];
|
|
if ( m_bTraceData )
|
|
{
|
|
ivpVehicleData.trace_pos_Bos[wheelIndex] = m_tracePosition_Bs[wheelIndex];
|
|
}
|
|
|
|
m_totalWheelMass += m_vehicleData.axles[i].wheels.mass;
|
|
}
|
|
}
|
|
|
|
ivpVehicleData.stabilizer_constant[i] = m_vehicleData.axles[i].suspension.stabilizerConstant * m_bodyMass;
|
|
// this should output in radians per second
|
|
float radius = ConvertDistanceToIVP( m_vehicleData.axles[i].wheels.radius );
|
|
float totalMaxSpeed = max( m_vehicleData.engine.boostMaxSpeed, m_vehicleData.engine.maxSpeed );
|
|
ivpVehicleData.wheel_max_rotation_speed[i] = totalMaxSpeed / radius;
|
|
if ( radius > m_wheelRadius )
|
|
{
|
|
m_wheelRadius = radius;
|
|
}
|
|
}
|
|
|
|
for ( i = 0; i < m_wheelCount; i++ )
|
|
{
|
|
m_pWheels[i]->EnableCollisions( true );
|
|
}
|
|
}
|
|
|
|
void CVehicleController::ShutdownCarSystem()
|
|
{
|
|
delete m_pCarSystem;
|
|
m_pCarSystem = NULL;
|
|
for ( int i = 0; i < m_wheelCount; i++ )
|
|
{
|
|
if ( m_pWheels[i] )
|
|
{
|
|
m_pEnv->DestroyObject( m_pWheels[i] );
|
|
}
|
|
m_pWheels[i] = NULL;
|
|
}
|
|
}
|
|
|
|
|
|
void CVehicleController::InitVehicleData( const vehicleparams_t ¶ms )
|
|
{
|
|
m_vehicleData = params;
|
|
VehicleDataReload();
|
|
}
|
|
|
|
void CVehicleController::SetSpringLength(int wheelIndex, float length)
|
|
{
|
|
m_pCarSystem->change_spring_length((IVP_POS_WHEEL)wheelIndex, length);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Allows booster timer to run,
|
|
// Returns: true if time still exists
|
|
// false if timer has run out (i.e. can use boost again)
|
|
//-----------------------------------------------------------------------------
|
|
float CVehicleController::UpdateBooster( float dt )
|
|
{
|
|
m_pCarSystem->update_booster( dt );
|
|
m_currentState.boostDelay = m_pCarSystem->get_booster_delay();
|
|
return m_currentState.boostDelay;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Are whe boosting?
|
|
//-----------------------------------------------------------------------------
|
|
bool CVehicleController::IsBoosting( void )
|
|
{
|
|
return ( m_pCarSystem->get_booster_time_to_go() > 0.0f );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Update the vehicle controller.
|
|
//-----------------------------------------------------------------------------
|
|
void CVehicleController::Update( float dt, vehicle_controlparams_t &controlsIn )
|
|
{
|
|
vehicle_controlparams_t controls = controlsIn;
|
|
// Speed.
|
|
m_currentState.speed = ConvertDistanceToHL( m_pCarSystem->get_body_speed() );
|
|
float flSpeed = GAMEVEL_TO_MPH( m_currentState.speed );
|
|
float flAbsSpeed = fabsf( flSpeed );
|
|
|
|
// Calculate the throttle and brake values.
|
|
float flThrottle = controls.throttle;
|
|
bool bHandbrake = controls.handbrake;
|
|
float flBrake = controls.brake;
|
|
bool bPowerslide = bHandbrake && ( flAbsSpeed > 18.0f );
|
|
|
|
if ( bHandbrake )
|
|
{
|
|
flThrottle = 0.0f;
|
|
}
|
|
|
|
if ( IsBoosting() )
|
|
{
|
|
controls.boost = true;
|
|
flThrottle = flThrottle < 0.0f ? -1.0f : 1.0f;
|
|
}
|
|
|
|
if ( flThrottle == 0.0f && flBrake == 0.0f && !bHandbrake )
|
|
{
|
|
flBrake = 0.1f;
|
|
}
|
|
|
|
// Update steering.
|
|
UpdateSteering( controls, dt, flAbsSpeed );
|
|
|
|
// Update powerslide.
|
|
UpdatePowerslide( controls, bPowerslide, flSpeed );
|
|
|
|
// Update engine.
|
|
UpdateEngine( controls, dt, flThrottle, flBrake, bHandbrake, bPowerslide );
|
|
|
|
// Update handbrake.
|
|
UpdateHandbrake( controls, flThrottle, bHandbrake, bPowerslide );
|
|
|
|
// Update skidding.
|
|
UpdateSkidding( bHandbrake );
|
|
|
|
// Apply the extra forces to the car (downward, counter-torque, etc.)
|
|
UpdateExtraForces();
|
|
|
|
// Update the physical position of the wheels for raycast vehicles.
|
|
UpdateWheelPositions();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Update the steering on the vehicle.
|
|
//-----------------------------------------------------------------------------
|
|
void CVehicleController::UpdateSteering( const vehicle_controlparams_t &controls, float flDeltaTime, float flSpeed )
|
|
{
|
|
// Steering - IVP steering is in radians.
|
|
float flSteeringAngle = CalcSteering( flDeltaTime, flSpeed, controls.steering, controls.bAnalogSteering );
|
|
m_pCarSystem->do_steering( DEG2RAD( flSteeringAngle ), controls.bAnalogSteering );
|
|
m_currentState.steeringAngle = flSteeringAngle;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Update the powerslide state (wheel materials).
|
|
//-----------------------------------------------------------------------------
|
|
void CVehicleController::UpdatePowerslide( const vehicle_controlparams_t &controls, bool bPowerslide, float flSpeed )
|
|
{
|
|
// Only allow skidding if it is allowed by the vehicle type.
|
|
if ( !m_vehicleData.steering.isSkidAllowed )
|
|
return;
|
|
|
|
// Check to see if the vehicle is occupied.
|
|
if ( !m_bOccupied )
|
|
return;
|
|
|
|
// Set the powerslide left/right.
|
|
bool bPowerslideLeft = bPowerslide && controls.handbrakeLeft;
|
|
bool bPowerslideRight = bPowerslide && controls.handbrakeRight;
|
|
|
|
int iWheel = 0;
|
|
unsigned int newTireType = VEHICLE_TIRE_NORMAL;
|
|
if ( bPowerslideLeft || bPowerslideRight )
|
|
{
|
|
newTireType = VEHICLE_TIRE_POWERSLIDE;
|
|
}
|
|
else if ( bPowerslide )
|
|
{
|
|
newTireType = VEHICLE_TIRE_BRAKING;
|
|
}
|
|
|
|
if ( newTireType != m_nTireType )
|
|
{
|
|
for ( int iAxle = 0; iAxle < m_vehicleData.axleCount; ++iAxle )
|
|
{
|
|
int materialIndex = m_vehicleData.axles[iAxle].wheels.materialIndex;
|
|
if ( newTireType == VEHICLE_TIRE_POWERSLIDE && ( m_vehicleData.axles[iAxle].wheels.skidMaterialIndex != - 1 ) )
|
|
{
|
|
materialIndex = m_vehicleData.axles[iAxle].wheels.skidMaterialIndex;
|
|
}
|
|
else if ( newTireType == VEHICLE_TIRE_BRAKING && ( m_vehicleData.axles[iAxle].wheels.brakeMaterialIndex != -1 ) )
|
|
{
|
|
materialIndex = m_vehicleData.axles[iAxle].wheels.brakeMaterialIndex;
|
|
}
|
|
|
|
for ( int iAxleWheel = 0; iAxleWheel < m_vehicleData.wheelsPerAxle; ++iAxleWheel, ++iWheel )
|
|
{
|
|
m_pWheels[iWheel]->SetMaterialIndex( materialIndex );
|
|
}
|
|
|
|
m_nTireType = newTireType;
|
|
}
|
|
}
|
|
|
|
// Push the car a little.
|
|
float flFrontAccel = 0.0f;
|
|
float flRearAccel = 0.0f;
|
|
if ( flSpeed > 0 && (bPowerslideLeft != bPowerslideRight) )
|
|
{
|
|
// NOTE: positive acceleration is to the left
|
|
float powerSlide = RemapValClamped( flSpeed, m_vehicleData.steering.speedSlow, m_vehicleData.steering.speedFast, 0, 1 );
|
|
float powerSlideAccel = ConvertDistanceToIVP( m_vehicleData.steering.powerSlideAccel);
|
|
if ( bPowerslideLeft )
|
|
{
|
|
flFrontAccel = powerSlideAccel * powerSlide;
|
|
flRearAccel = -powerSlideAccel * powerSlide;
|
|
}
|
|
else
|
|
{
|
|
flFrontAccel = -powerSlideAccel * powerSlide;
|
|
flRearAccel = powerSlideAccel * powerSlide;
|
|
}
|
|
}
|
|
m_pCarSystem->set_powerslide( flFrontAccel, flRearAccel );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CVehicleController::UpdateEngine( const vehicle_controlparams_t &controls, float flDeltaTime,
|
|
float flThrottle, float flBrake, bool bHandbrake, bool bPowerslide )
|
|
{
|
|
bool bTorqueBoost = UpdateEngineTurboStart( controls, flDeltaTime );
|
|
|
|
CalcEngine( flThrottle, flBrake, bHandbrake, controls.steering, bTorqueBoost );
|
|
|
|
UpdateEngineTurboFinish();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CVehicleController::UpdateEngineTurboStart( const vehicle_controlparams_t &controls, float flDeltaTime )
|
|
{
|
|
bool bTorqueBoost = false;
|
|
if ( controls.boost > 0 )
|
|
{
|
|
if ( m_vehicleData.engine.torqueBoost )
|
|
{
|
|
// Turbo will be applied at the engine level.
|
|
bTorqueBoost = true;
|
|
m_pCarSystem->activate_booster( 0.0f, m_vehicleData.engine.boostDuration, m_vehicleData.engine.boostDelay );
|
|
}
|
|
else
|
|
{
|
|
// Activate the turbo force booster - applied to vehicle body.
|
|
m_pCarSystem->activate_booster( m_vehicleData.engine.boostForce * controls.boost, m_vehicleData.engine.boostDuration, m_vehicleData.engine.boostDelay );
|
|
}
|
|
}
|
|
|
|
m_pCarSystem->update_booster( flDeltaTime );
|
|
m_currentState.boostDelay = m_pCarSystem->get_booster_delay();
|
|
m_currentState.isTorqueBoosting = bTorqueBoost;
|
|
|
|
return bTorqueBoost;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CVehicleController::UpdateEngineTurboFinish( void )
|
|
{
|
|
if ( m_vehicleData.engine.boostDuration + m_vehicleData.engine.boostDelay > 0 ) // watch out for div by zero
|
|
{
|
|
if ( m_currentState.boostDelay > 0 )
|
|
{
|
|
m_currentState.boostTimeLeft = 100 - 100 * ( m_currentState.boostDelay / ( m_vehicleData.engine.boostDuration + m_vehicleData.engine.boostDelay ) );
|
|
}
|
|
else
|
|
{
|
|
m_currentState.boostTimeLeft = 100; // ready to go any time
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Update the handbrake.
|
|
//-----------------------------------------------------------------------------
|
|
void CVehicleController::UpdateHandbrake( const vehicle_controlparams_t &controls, float flThrottle, bool bHandbrake, bool bPowerslide )
|
|
{
|
|
// Get the current vehicle speed.
|
|
m_currentState.speed = ConvertDistanceToHL( m_pCarSystem->get_body_speed() );
|
|
if ( !bPowerslide )
|
|
{
|
|
// HACK! Allowing you to overcome gravity at low throttle.
|
|
if ( ( flThrottle < 0.0f && m_currentState.speed > THROTTLE_OPPOSING_FORCE_EPSILON ) ||
|
|
( flThrottle > 0.0f && m_currentState.speed < -THROTTLE_OPPOSING_FORCE_EPSILON ) )
|
|
{
|
|
bHandbrake = true;
|
|
}
|
|
}
|
|
|
|
if ( bHandbrake )
|
|
{
|
|
// HACKHACK: only allow the handbrake when the wheels have contact with something
|
|
// otherwise they will affect the car in an undesirable way
|
|
bHandbrake = false;
|
|
for ( int iWheel = 0; iWheel < m_wheelCount; ++iWheel )
|
|
{
|
|
if ( m_pWheels[iWheel]->GetContactPoint(NULL, NULL) )
|
|
{
|
|
bHandbrake = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool currentHandbrake = (m_vehicleFlags & FVEHICLE_HANDBRAKE_ON) ? true : false;
|
|
if ( bHandbrake != currentHandbrake )
|
|
{
|
|
if ( bHandbrake )
|
|
{
|
|
m_vehicleFlags |= FVEHICLE_HANDBRAKE_ON;
|
|
}
|
|
else
|
|
{
|
|
m_vehicleFlags &= ~FVEHICLE_HANDBRAKE_ON;
|
|
}
|
|
|
|
for ( int iWheel = 0; iWheel < m_wheelCount; ++iWheel )
|
|
{
|
|
m_pCarSystem->fix_wheel( ( IVP_POS_WHEEL )iWheel, bHandbrake ? IVP_TRUE : IVP_FALSE );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CVehicleController::UpdateSkidding( bool bHandbrake )
|
|
{
|
|
m_currentState.skidSpeed = 0.0f;
|
|
m_currentState.skidMaterial = 0;
|
|
m_currentState.wheelsInContact = m_wheelCount;
|
|
m_currentState.wheelsNotInContact = 0;
|
|
if ( m_vehicleData.steering.isSkidAllowed )
|
|
{
|
|
// Estimate rot speed based on current speed and the front wheels radius
|
|
float flAbsSpeed = fabs( m_currentState.speed );
|
|
|
|
Vector contact;
|
|
Vector velocity;
|
|
int surfaceProps;
|
|
m_currentState.wheelsInContact = 0;
|
|
m_currentState.wheelsNotInContact = 0;
|
|
|
|
for( int iWheel = 0; iWheel < m_wheelCount; ++iWheel )
|
|
{
|
|
if ( GetWheelContactPoint( iWheel, &contact, &surfaceProps ) )
|
|
{
|
|
// NOTE: The wheel should be translating by the negative of the speed a point in contact with the surface
|
|
// is moving. So the net velocity on the surface is zero if that wheel is 100% engaged in driving the car
|
|
// any velocity in excess of this gets compared against the threshold for skidding
|
|
m_pWheels[iWheel]->GetVelocityAtPoint( contact, &velocity );
|
|
float speed = velocity.Length();
|
|
if ( speed > m_currentState.skidSpeed || m_currentState.skidSpeed <= 0.0f )
|
|
{
|
|
m_currentState.skidSpeed = speed;
|
|
m_currentState.skidMaterial = surfaceProps;
|
|
}
|
|
m_currentState.wheelsInContact++;
|
|
}
|
|
else
|
|
{
|
|
m_currentState.wheelsNotInContact++;
|
|
}
|
|
}
|
|
// Check for locked wheels.
|
|
if ( bHandbrake && ( flAbsSpeed > 30 ) )
|
|
{
|
|
m_currentState.skidSpeed = flAbsSpeed;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Apply extra forces to the vehicle. The downward force, counter-
|
|
// torque etc.
|
|
//-----------------------------------------------------------------------------
|
|
void CVehicleController::UpdateExtraForces( void )
|
|
{
|
|
// Extra downward force.
|
|
IVP_Cache_Object *co = m_pCarBody->GetObject()->get_cache_object();
|
|
float y_val = co->m_world_f_object.get_elem( IVP_INDEX_Y, IVP_INDEX_Y );
|
|
if ( fabs( y_val ) < 0.05 )
|
|
{
|
|
m_pCarSystem->change_body_downforce( m_vehicleData.body.tiltForce * m_gravityLength * m_bodyMass );
|
|
}
|
|
else
|
|
{
|
|
m_pCarSystem->change_body_downforce( 0.0 );
|
|
}
|
|
co->remove_reference();
|
|
|
|
// Counter-torque.
|
|
if ( m_nVehicleType == VEHICLE_TYPE_CAR_WHEELS )
|
|
{
|
|
m_pCarSystem->update_body_countertorque();
|
|
}
|
|
|
|
// if the car has a global angular velocity limit, apply that constraint
|
|
AngularImpulse angVel;
|
|
m_pCarBody->GetVelocity( NULL, &angVel );
|
|
if ( m_vehicleData.body.maxAngularVelocity > 0 && angVel.Length() > m_vehicleData.body.maxAngularVelocity )
|
|
{
|
|
VectorNormalize(angVel);
|
|
angVel *= m_vehicleData.body.maxAngularVelocity;
|
|
m_pCarBody->SetVelocityInstantaneous( NULL, &angVel );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Update the physical position of the wheels for raycast vehicles.
|
|
// NOTE: Raycast boat doesn't have wheels.
|
|
//-----------------------------------------------------------------------------
|
|
void CVehicleController::UpdateWheelPositions( void )
|
|
{
|
|
if ( m_nVehicleType == VEHICLE_TYPE_CAR_RAYCAST )
|
|
{
|
|
m_pCarSystem->update_wheel_positions();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
float CVehicleController::CalcSteering( float dt, float speed, float steering, bool bAnalog )
|
|
{
|
|
float degrees = RemapValClamped( speed, m_vehicleData.steering.speedSlow, m_vehicleData.steering.speedFast, m_vehicleData.steering.degreesSlow, m_vehicleData.steering.degreesFast );
|
|
float speedGame = MPH_TO_GAMEVEL(speed);
|
|
if ( speedGame > m_vehicleData.engine.maxSpeed )
|
|
{
|
|
degrees = RemapValClamped( speedGame, m_vehicleData.engine.maxSpeed, m_vehicleData.engine.boostMaxSpeed, m_vehicleData.steering.degreesFast, m_vehicleData.steering.degreesBoost );
|
|
}
|
|
if ( m_vehicleData.steering.steeringExponent != 0 )
|
|
{
|
|
float sign = steering < 0 ? -1 : 1;
|
|
float absSteering = fabs(steering);
|
|
if ( bAnalog )
|
|
{
|
|
// analog steering is directly mapped, not integrated, so go ahead and map the full range using the exponent
|
|
// then clamp to the output cone - keeps stick position:turn rate constant
|
|
// NOTE: Also hardcode exponent to 2 because we can't add a script entry at this point
|
|
float output = pow(absSteering, 2.0f) * sign * m_vehicleData.steering.degreesSlow;
|
|
return clamp(output, -degrees, degrees );
|
|
}
|
|
// digital steering is integrated, keep time to full turn rate constant
|
|
return pow(absSteering, m_vehicleData.steering.steeringExponent) * sign * degrees;
|
|
}
|
|
return steering * degrees;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CVehicleController::CalcEngineTransmission( float flThrottle )
|
|
{
|
|
// Automatic Transmission?
|
|
if ( !m_vehicleData.engine.isAutoTransmission )
|
|
return;
|
|
|
|
// Calculate the average rotational speed of the vehicle's wheels.
|
|
float flAvgRotSpeed = 0.0;
|
|
for( int iWheel = 0; iWheel < m_wheelCount; ++iWheel )
|
|
{
|
|
float flRotSpeed = fabs( m_pCarSystem->get_wheel_angular_velocity( IVP_POS_WHEEL( iWheel ) ) );
|
|
flAvgRotSpeed += flRotSpeed;
|
|
}
|
|
flAvgRotSpeed *= 0.5f / ( float )IVP_PI / m_wheelCount;
|
|
|
|
float flEstEngineRPM = flAvgRotSpeed * m_vehicleData.engine.axleRatio * m_vehicleData.engine.gearRatio[m_currentState.gear] * 60;
|
|
|
|
// Only shift up when going forward (throttling).
|
|
if ( flThrottle > 0.0f )
|
|
{
|
|
// Shift up?, top gear is gearcount-1 (0 based)
|
|
while ( ( flEstEngineRPM > m_vehicleData.engine.shiftUpRPM ) && ( m_currentState.gear < m_vehicleData.engine.gearCount-1 ) )
|
|
{
|
|
m_currentState.gear++;
|
|
flEstEngineRPM = flAvgRotSpeed * m_vehicleData.engine.axleRatio * m_vehicleData.engine.gearRatio[m_currentState.gear] * 60;
|
|
}
|
|
}
|
|
|
|
// Downshift?
|
|
while ( ( flEstEngineRPM < m_vehicleData.engine.shiftDownRPM ) && ( m_currentState.gear > 0 ) )
|
|
{
|
|
m_currentState.gear--;
|
|
flEstEngineRPM = flAvgRotSpeed * m_vehicleData.engine.axleRatio * m_vehicleData.engine.gearRatio[m_currentState.gear] * 60;
|
|
}
|
|
|
|
m_currentState.engineRPM = flEstEngineRPM;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// throttle goes forward and backward, [-1, 1]
|
|
// brake_val [0..1]
|
|
//-----------------------------------------------------------------------------
|
|
void CVehicleController::CalcEngine( float throttle, float brake_val, bool handbrake, float steeringVal, bool torqueBoost )
|
|
{
|
|
// Update the engine transmission.
|
|
CalcEngineTransmission( throttle );
|
|
|
|
// Get the speed of the vehicle.
|
|
float flAbsSpeed = fabs( m_currentState.speed );
|
|
|
|
// Speed governor
|
|
if ( IsPC() )
|
|
{
|
|
float maxSpeed = torqueBoost ? m_vehicleData.engine.boostMaxSpeed : m_vehicleData.engine.maxSpeed;
|
|
maxSpeed = max(1.f,maxSpeed); // make sure this is non-zero before the divide
|
|
if ( (throttle > 0) && (flAbsSpeed > maxSpeed) )
|
|
{
|
|
float frac = flAbsSpeed / maxSpeed;
|
|
if ( frac > m_vehicleData.engine.autobrakeSpeedGain )
|
|
{
|
|
throttle = 0;
|
|
brake_val = (frac - 1.0f) * m_vehicleData.engine.autobrakeSpeedFactor;
|
|
if ( m_currentState.wheelsInContact == 0 )
|
|
{
|
|
brake_val = 0;
|
|
}
|
|
}
|
|
throttle *= 0.1f;
|
|
}
|
|
}
|
|
else // consoles
|
|
{
|
|
if ( ( throttle > 0 ) && ( ( !torqueBoost && flAbsSpeed > (m_vehicleData.engine.maxSpeed * throttle) ) ||
|
|
( torqueBoost && flAbsSpeed > m_vehicleData.engine.boostMaxSpeed) ) )
|
|
{
|
|
throttle *= 0.1f;
|
|
}
|
|
}
|
|
|
|
// Check for reverse - both of these "governors" or horrible and need to be redone before we ship!
|
|
if ( ( throttle < 0 ) && ( !torqueBoost && ( flAbsSpeed > m_vehicleData.engine.maxRevSpeed ) ) )
|
|
{
|
|
throttle *= 0.1f;
|
|
}
|
|
|
|
if ( throttle != 0.0 )
|
|
{
|
|
m_vehicleFlags &= ~FVEHICLE_THROTTLE_STOPPED;
|
|
// calculate the force that propels the car
|
|
const float watt_per_hp = 745.0f;
|
|
const float seconds_per_minute = 60.0f;
|
|
|
|
float wheel_force_by_throttle = throttle *
|
|
m_vehicleData.engine.horsepower * (watt_per_hp * seconds_per_minute) *
|
|
m_vehicleData.engine.gearRatio[m_currentState.gear] * m_vehicleData.engine.axleRatio /
|
|
(m_vehicleData.engine.maxRPM * m_wheelRadius * (2 * IVP_PI));
|
|
|
|
if ( m_currentState.engineRPM >= m_vehicleData.engine.maxRPM )
|
|
{
|
|
wheel_force_by_throttle = 0;
|
|
}
|
|
|
|
int wheelIndex = 0;
|
|
for ( int i = 0; i < m_vehicleData.axleCount; i++ )
|
|
{
|
|
float axleFactor = m_vehicleData.axles[i].torqueFactor * m_torqueScale;
|
|
|
|
float boostFactor = 0.5f;
|
|
if ( torqueBoost && IsBoosting() )
|
|
{
|
|
// reduce the boost at low speeds and high turns since this usually just makes the tires spin
|
|
// this means you only get the full boost when travelling in a straight line at high speed
|
|
float speedFactor = RemapValClamped( flAbsSpeed, 0, m_vehicleData.engine.maxSpeed, 0.1f, 1.0f );
|
|
float turnFactor = 1.0f - (fabs(steeringVal) * 0.95f);
|
|
float dampedBoost = m_vehicleData.engine.boostForce * speedFactor * turnFactor;
|
|
if ( dampedBoost > boostFactor )
|
|
{
|
|
boostFactor = dampedBoost;
|
|
}
|
|
//Msg("Boost applied %.2f, speed %.2f, turn %.2f\n", boostFactor, speedFactor, turnFactor );
|
|
}
|
|
float axleTorque = boostFactor * wheel_force_by_throttle * axleFactor * ConvertDistanceToIVP( m_vehicleData.axles[i].wheels.radius );
|
|
|
|
for ( int w = 0; w < m_vehicleData.wheelsPerAxle; w++, wheelIndex++ )
|
|
{
|
|
float torqueVal = axleTorque;
|
|
m_pCarSystem->change_wheel_torque((IVP_POS_WHEEL)wheelIndex, torqueVal);
|
|
}
|
|
}
|
|
}
|
|
else if ( brake_val != 0 )
|
|
{
|
|
m_vehicleFlags &= ~FVEHICLE_THROTTLE_STOPPED;
|
|
|
|
// Brake to slow down the wheel.
|
|
float wheel_force_by_brake = brake_val * m_gravityLength * ( m_bodyMass + m_totalWheelMass );
|
|
|
|
float sign = m_currentState.speed >= 0.0f ? -1.0f : 1.0f;
|
|
int wheelIndex = 0;
|
|
for ( int i = 0; i < m_vehicleData.axleCount; i++ )
|
|
{
|
|
float torque_val = 0.5 * sign * wheel_force_by_brake * m_vehicleData.axles[i].brakeFactor * ConvertDistanceToIVP( m_vehicleData.axles[i].wheels.radius );
|
|
for ( int w = 0; w < m_vehicleData.wheelsPerAxle; w++, wheelIndex++ )
|
|
{
|
|
m_pCarSystem->change_wheel_torque( ( IVP_POS_WHEEL )wheelIndex, torque_val );
|
|
}
|
|
}
|
|
}
|
|
else if ( !(m_vehicleFlags & FVEHICLE_THROTTLE_STOPPED) )
|
|
{
|
|
m_vehicleFlags |= FVEHICLE_THROTTLE_STOPPED;
|
|
|
|
for ( int w = 0; w < m_wheelCount; w++ )
|
|
{
|
|
m_pCarSystem->change_wheel_torque((IVP_POS_WHEEL)w, 0);
|
|
}
|
|
}
|
|
|
|
// Update the throttle - primarily for the airboat!
|
|
m_pCarSystem->update_throttle( throttle );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Get debug rendering data from the ipion physics system.
|
|
//-----------------------------------------------------------------------------
|
|
void CVehicleController::GetCarSystemDebugData( vehicle_debugcarsystem_t &debugCarSystem )
|
|
{
|
|
IVP_CarSystemDebugData_t carSystemDebugData;
|
|
memset(&carSystemDebugData,0,sizeof(carSystemDebugData));
|
|
m_pCarSystem->GetCarSystemDebugData( carSystemDebugData );
|
|
|
|
// Raycast car wheel trace data.
|
|
for ( int iWheel = 0; iWheel < VEHICLE_DEBUGRENDERDATA_MAX_WHEELS; ++iWheel )
|
|
{
|
|
debugCarSystem.vecWheelRaycasts[iWheel][0].x = carSystemDebugData.wheelRaycasts[iWheel][0].k[0];
|
|
debugCarSystem.vecWheelRaycasts[iWheel][0].y = carSystemDebugData.wheelRaycasts[iWheel][0].k[1];
|
|
debugCarSystem.vecWheelRaycasts[iWheel][0].z = carSystemDebugData.wheelRaycasts[iWheel][0].k[2];
|
|
|
|
debugCarSystem.vecWheelRaycasts[iWheel][1].x = carSystemDebugData.wheelRaycasts[iWheel][1].k[0];
|
|
debugCarSystem.vecWheelRaycasts[iWheel][1].y = carSystemDebugData.wheelRaycasts[iWheel][1].k[1];
|
|
debugCarSystem.vecWheelRaycasts[iWheel][1].z = carSystemDebugData.wheelRaycasts[iWheel][1].k[2];
|
|
|
|
debugCarSystem.vecWheelRaycastImpacts[iWheel] = debugCarSystem.vecWheelRaycasts[iWheel][0] + ( carSystemDebugData.wheelRaycastImpacts[iWheel] *
|
|
( debugCarSystem.vecWheelRaycasts[iWheel][1] - debugCarSystem.vecWheelRaycasts[iWheel][0] ) );
|
|
}
|
|
|
|
ConvertPositionToHL( carSystemDebugData.backActuatorLeft, debugCarSystem.vecAxlePos[0] );
|
|
ConvertPositionToHL( carSystemDebugData.backActuatorRight, debugCarSystem.vecAxlePos[1] );
|
|
ConvertPositionToHL( carSystemDebugData.frontActuatorLeft, debugCarSystem.vecAxlePos[2] );
|
|
// vecAxlePos only has three elements so this line is illegal. The mapping of actuators
|
|
// to axles seems dodgy anyway.
|
|
//ConvertPositionToHL( carSystemDebugData.frontActuatorRight, debugCarSystem.vecAxlePos[3] );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Save/load
|
|
//-----------------------------------------------------------------------------
|
|
void CVehicleController::WriteToTemplate( vphysics_save_cvehiclecontroller_t &controllerTemplate )
|
|
{
|
|
// Get rid of the handbrake flag. The car keeps the flag and will reset it fixing wheels,
|
|
// else the system thinks it already fixed the wheels on load and the car roles.
|
|
m_vehicleFlags &= ~FVEHICLE_HANDBRAKE_ON;
|
|
|
|
controllerTemplate.m_pCarBody = m_pCarBody;
|
|
controllerTemplate.m_wheelCount = m_wheelCount;
|
|
controllerTemplate.m_wheelRadius = m_wheelRadius;
|
|
controllerTemplate.m_bodyMass = m_bodyMass;
|
|
controllerTemplate.m_totalWheelMass = m_totalWheelMass;
|
|
controllerTemplate.m_gravityLength = m_gravityLength;
|
|
controllerTemplate.m_torqueScale = m_torqueScale;
|
|
controllerTemplate.m_vehicleFlags = m_vehicleFlags;
|
|
controllerTemplate.m_nTireType = m_nTireType;
|
|
controllerTemplate.m_nVehicleType = m_nVehicleType;
|
|
controllerTemplate.m_bTraceData = m_bTraceData;
|
|
controllerTemplate.m_bOccupied = m_bOccupied;
|
|
controllerTemplate.m_bEngineDisable = m_bEngineDisable;
|
|
memcpy( &controllerTemplate.m_currentState, &m_currentState, sizeof(m_currentState) );
|
|
memcpy( &controllerTemplate.m_vehicleData, &m_vehicleData, sizeof(m_vehicleData) );
|
|
for (int i = 0; i < VEHICLE_MAX_WHEEL_COUNT; ++i )
|
|
{
|
|
controllerTemplate.m_pWheels[i] = m_pWheels[i];
|
|
ConvertPositionToHL( m_wheelPosition_Bs[i], controllerTemplate.m_wheelPosition_Bs[i] );
|
|
ConvertPositionToHL( m_tracePosition_Bs[i], controllerTemplate.m_tracePosition_Bs[i] );
|
|
}
|
|
m_flVelocity[0] = m_flVelocity[1] = m_flVelocity[2] = 0.0f;
|
|
if ( m_pCarBody )
|
|
{
|
|
IVP_U_Float_Point &speed = m_pCarBody->GetObject()->get_core()->speed;
|
|
controllerTemplate.m_flVelocity[0] = speed.k[0];
|
|
controllerTemplate.m_flVelocity[1] = speed.k[1];
|
|
controllerTemplate.m_flVelocity[2] = speed.k[2];
|
|
}
|
|
|
|
}
|
|
|
|
// JAY: Keep this around for now while we still have a bunch of games saved with the old
|
|
// vehicle controls. We won't ship this, but it lets us debug
|
|
#define OLD_SAVED_GAME 1
|
|
|
|
#if OLD_SAVED_GAME
|
|
#define SET_DEFAULT(x,y) { if ( x == 0 ) x = y; }
|
|
#endif
|
|
|
|
void CVehicleController::InitFromTemplate( CPhysicsEnvironment *pEnv, void *pGameData,
|
|
IPhysicsGameTrace *pGameTrace, const vphysics_save_cvehiclecontroller_t &controllerTemplate )
|
|
{
|
|
m_pEnv = pEnv;
|
|
m_pGameTrace = pGameTrace;
|
|
m_pCarBody = controllerTemplate.m_pCarBody;
|
|
m_wheelCount = controllerTemplate.m_wheelCount;
|
|
m_wheelRadius = controllerTemplate.m_wheelRadius;
|
|
m_bodyMass = controllerTemplate.m_bodyMass;
|
|
m_totalWheelMass = controllerTemplate.m_totalWheelMass;
|
|
m_gravityLength = controllerTemplate.m_gravityLength;
|
|
m_torqueScale = controllerTemplate.m_torqueScale;
|
|
m_vehicleFlags = controllerTemplate.m_vehicleFlags;
|
|
m_nTireType = controllerTemplate.m_nTireType;
|
|
m_nVehicleType = controllerTemplate.m_nVehicleType;
|
|
m_bTraceData = controllerTemplate.m_bTraceData;
|
|
m_bOccupied = controllerTemplate.m_bOccupied;
|
|
m_bEngineDisable = controllerTemplate.m_bEngineDisable;
|
|
m_pCarSystem = NULL;
|
|
memcpy( &m_currentState, &controllerTemplate.m_currentState, sizeof(m_currentState) );
|
|
memcpy( &m_vehicleData, &controllerTemplate.m_vehicleData, sizeof(m_vehicleData) );
|
|
memcpy( &m_flVelocity, controllerTemplate.m_flVelocity, sizeof(m_flVelocity) );
|
|
|
|
#if OLD_SAVED_GAME
|
|
SET_DEFAULT( m_torqueScale, 1.0 );
|
|
SET_DEFAULT( m_vehicleData.steering.steeringRateSlow, 4.5 );
|
|
SET_DEFAULT( m_vehicleData.steering.steeringRateFast, 0.5 );
|
|
SET_DEFAULT( m_vehicleData.steering.steeringRestRateSlow, 3.0 );
|
|
SET_DEFAULT( m_vehicleData.steering.steeringRestRateFast, 1.8 );
|
|
SET_DEFAULT( m_vehicleData.steering.speedSlow, m_vehicleData.engine.maxSpeed*0.25 );
|
|
SET_DEFAULT( m_vehicleData.steering.speedFast, m_vehicleData.engine.maxSpeed*0.75 );
|
|
SET_DEFAULT( m_vehicleData.steering.degreesSlow, 50 );
|
|
SET_DEFAULT( m_vehicleData.steering.degreesFast, 18 );
|
|
SET_DEFAULT( m_vehicleData.steering.degreesBoost, 10 );
|
|
|
|
|
|
SET_DEFAULT( m_vehicleData.steering.turnThrottleReduceSlow, 0.3 );
|
|
SET_DEFAULT( m_vehicleData.steering.turnThrottleReduceFast, 3 );
|
|
SET_DEFAULT( m_vehicleData.steering.brakeSteeringRateFactor, 6 );
|
|
SET_DEFAULT( m_vehicleData.steering.throttleSteeringRestRateFactor, 2 );
|
|
SET_DEFAULT( m_vehicleData.steering.boostSteeringRestRateFactor, 1 );
|
|
SET_DEFAULT( m_vehicleData.steering.boostSteeringRateFactor, 1 );
|
|
SET_DEFAULT( m_vehicleData.steering.powerSlideAccel, 200 );
|
|
|
|
SET_DEFAULT( m_vehicleData.engine.autobrakeSpeedGain, 1.0 );
|
|
SET_DEFAULT( m_vehicleData.engine.autobrakeSpeedFactor, 2.0 );
|
|
#endif
|
|
|
|
for (int i = 0; i < VEHICLE_MAX_WHEEL_COUNT; ++i )
|
|
{
|
|
m_pWheels[i] = controllerTemplate.m_pWheels[i];
|
|
ConvertPositionToIVP( controllerTemplate.m_wheelPosition_Bs[i], m_wheelPosition_Bs[i] );
|
|
ConvertPositionToIVP( controllerTemplate.m_tracePosition_Bs[i], m_tracePosition_Bs[i] );
|
|
}
|
|
|
|
CreateIVPObjects( );
|
|
|
|
// HACKHACK: vehicle wheels don't have valid friction at startup, clearing the body's angular velocity keeps
|
|
// this fact from affecting the vehicle dynamics in any noticeable way
|
|
// using growFriction will re-establish the contact point with moveable objects, but the friction that
|
|
// occurs afterward is not the same across the save even when that is extended to include static objects
|
|
if ( m_pCarBody )
|
|
{
|
|
// clear angVel
|
|
m_pCarBody->SetVelocity( NULL, &vec3_origin );
|
|
m_pCarBody->GetObject()->get_core()->speed_change.set( m_flVelocity[0], m_flVelocity[1], m_flVelocity[2] );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CVehicleController::OnVehicleEnter( void )
|
|
{
|
|
m_bOccupied = true;
|
|
|
|
if ( m_nVehicleType == VEHICLE_TYPE_AIRBOAT_RAYCAST )
|
|
{
|
|
float flDampSpeed = 0.0f;
|
|
float flDampRotSpeed = 0.0f;
|
|
m_pCarBody->SetDamping( &flDampSpeed, &flDampRotSpeed );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CVehicleController::OnVehicleExit( void )
|
|
{
|
|
m_bOccupied = false;
|
|
|
|
// Reset the vehicle tires when exiting the vehicle.
|
|
if ( m_vehicleData.steering.isSkidAllowed )
|
|
{
|
|
int iWheel = 0;
|
|
for ( int iAxle = 0; iAxle < m_vehicleData.axleCount; ++iAxle )
|
|
{
|
|
for ( int iAxleWheel = 0; iAxleWheel < m_vehicleData.wheelsPerAxle; ++iAxleWheel, ++iWheel )
|
|
{
|
|
// Change back to normal tires.
|
|
if ( m_nTireType != VEHICLE_TIRE_NORMAL )
|
|
{
|
|
m_pWheels[iWheel]->SetMaterialIndex( m_vehicleData.axles[iAxle].wheels.materialIndex );
|
|
}
|
|
|
|
m_pCarSystem->fix_wheel( ( IVP_POS_WHEEL )iWheel, IVP_TRUE );
|
|
}
|
|
}
|
|
m_nTireType = VEHICLE_TIRE_NORMAL;
|
|
m_currentState.skidSpeed = 0.0f;
|
|
}
|
|
|
|
if ( m_nVehicleType == VEHICLE_TYPE_AIRBOAT_RAYCAST )
|
|
{
|
|
float flDampSpeed = 1.0f;
|
|
float flDampRotSpeed = 1.0f;
|
|
m_pCarBody->SetDamping( &flDampSpeed, &flDampRotSpeed );
|
|
}
|
|
|
|
SetEngineDisabled( false );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Class factory
|
|
//-----------------------------------------------------------------------------
|
|
IPhysicsVehicleController *CreateVehicleController( CPhysicsEnvironment *pEnv, CPhysicsObject *pBodyObject, const vehicleparams_t ¶ms, unsigned int nVehicleType, IPhysicsGameTrace *pGameTrace )
|
|
{
|
|
CVehicleController *pController = new CVehicleController( params, pEnv, nVehicleType, pGameTrace );
|
|
pController->InitCarSystem( pBodyObject );
|
|
return pController;
|
|
}
|
|
|
|
bool SavePhysicsVehicleController( const physsaveparams_t ¶ms, CVehicleController *pVehicleController )
|
|
{
|
|
vphysics_save_cvehiclecontroller_t controllerTemplate;
|
|
memset( &controllerTemplate, 0, sizeof(controllerTemplate) );
|
|
|
|
pVehicleController->WriteToTemplate( controllerTemplate );
|
|
params.pSave->WriteAll( &controllerTemplate );
|
|
|
|
return true;
|
|
}
|
|
|
|
bool RestorePhysicsVehicleController( const physrestoreparams_t ¶ms, CVehicleController **ppVehicleController )
|
|
{
|
|
*ppVehicleController = new CVehicleController;
|
|
|
|
vphysics_save_cvehiclecontroller_t controllerTemplate;
|
|
memset( &controllerTemplate, 0, sizeof(controllerTemplate) );
|
|
params.pRestore->ReadAll( &controllerTemplate );
|
|
|
|
(*ppVehicleController)->InitFromTemplate( static_cast<CPhysicsEnvironment *>(params.pEnvironment),
|
|
params.pGameData, params.pGameTrace, controllerTemplate );
|
|
|
|
return true;
|
|
}
|
|
|
|
|