207 lines
7.2 KiB
C
207 lines
7.2 KiB
C
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : WWPhys *
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* *
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* $Archive:: /Commando/Code/wwphys/vtolvehicle.h $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 8/17/01 8:36p $*
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* *
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* $Revision:: 5 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef VTOLVEHICLE_H
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#define VTOLVEHICLE_H
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#include "vehiclephys.h"
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class VTOLVehicleDefClass;
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/**
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** VTOLVehicleClass
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** This physics object generates the behavior of a VTOL aircraft
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**
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** Physical Behavior:
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** I think all VTOL craft can use the same behavior. The vertical thrust
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** is related to the user's setting and the position of the craft between
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** the flight-map-meshes. The orientation of the craft is controlled by
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** a controller which exerts torques to align the craft to a desired orientation
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** The x-y accelerations of the craft will be related to its orientation.
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** Turning will be an independent controller I guess...
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** In addition, "WheelP" bones should be used to provide landing gear in case
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** the orca tries to "land".
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**
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** Model animation:
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** For Orcas, I want to show the engines tilting and engine flames lengthening
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** and shortening. For Helecopters, I want to just tilt the rotor... Maybe
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** I'll just have to do each in a derived class which is custom coded for Orca
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** or Helecopter behavior...
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** - Decided to add support for all of the above behaviors to this class.
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**
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** Ideas:
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** - Rotor bones (helecopters), these always spin at a rate related to the
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** engine and tilt for turning and accelerating
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** - Thruster bones (orca engines), these rotate forward and back depending
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** on how much the user is accelerating forward.
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** - Flame bones (orca engines), these translate along their Z-axis to stretch
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** a flame 'skin'.
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*/
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class VTOLVehicleClass : public VehiclePhysClass
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{
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public:
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VTOLVehicleClass(void);
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virtual ~VTOLVehicleClass(void);
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virtual VTOLVehicleClass * As_VTOLVehicleClass(void) { return this; }
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const VTOLVehicleDefClass * Get_VTOLVehicleDef(void) { return (VTOLVehicleDefClass *)Definition; }
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void Init(const VTOLVehicleDefClass & def);
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virtual void Render(RenderInfoClass & rinfo);
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virtual void Set_Model(RenderObjClass * model);
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virtual void Timestep(float dt);
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/*
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** Save-Load System
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*/
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virtual const PersistFactoryClass & Get_Factory (void) const;
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virtual bool Save (ChunkSaveClass &csave);
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virtual bool Load (ChunkLoadClass &cload);
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virtual void On_Post_Load (void);
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protected:
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virtual bool Can_Go_To_Sleep(void) { return false; }
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virtual void Compute_Force_And_Torque(Vector3 * force,Vector3 * torque);
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virtual SuspensionElementClass * Alloc_Suspension_Element(void);
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virtual float Get_Normalized_Engine_Flame(void);
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void Release_Engine_Bones(void);
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void Update_Cached_Model_Parameters(void);
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/*
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** Captured bones for physics-based graphical effects
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*/
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SimpleVecClass<int> EngineAngleBones;
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SimpleVecClass<int> RotorAngleBones;
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/*
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** Visual state variables
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*/
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float NormalizedEngineRotation;
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float NormalizedEngineThrust;
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float RotorAngle;
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float RotorAngularVelocity;
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private:
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// not implemented
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VTOLVehicleClass(const VTOLVehicleClass &);
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VTOLVehicleClass & operator = (const VTOLVehicleClass &);
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};
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/**
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** VTOLVehicleDefClass
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** Initialization/Editor Integration for VTOLVehicleClass
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*/
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class VTOLVehicleDefClass : public VehiclePhysDefClass
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{
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public:
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VTOLVehicleDefClass(void);
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/*
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** From DefinitionClass
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*/
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virtual uint32 Get_Class_ID (void) const;
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virtual PersistClass * Create(void) const;
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/*
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** From PhysDefClass
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*/
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virtual const char * Get_Type_Name(void) { return "VTOLVehicleDef"; }
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virtual bool Is_Type(const char *);
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/*
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** From PersistClass
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*/
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virtual const PersistFactoryClass & Get_Factory (void) const;
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virtual bool Save(ChunkSaveClass &csave);
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virtual bool Load(ChunkLoadClass &cload);
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/*
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** Editable interface requirements
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*/
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DECLARE_EDITABLE(VTOLVehicleDefClass,VehiclePhysDefClass);
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protected:
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/*
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** Engine thrust in units of acceleration (force = mass * accel...)
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*/
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float MaxVerticalAcceleration;
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float MaxHorizontalAcceleration;
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/*
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** Vehicle behavior controls
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*/
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float MaxFuselagePitch; // DEG_TO_RADF(15.0f);
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float MaxFuselageRoll; // DEG_TO_RADF(20.0f);
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float PitchControllerGain; // 45.5
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float PitchControllerDamping; // 12.75
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float RollControllerGain; // 45.5
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float RollControllerDamping; // 12.75
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float MaxYawVelocity; // DEG_TO_RADF(180.0f);
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float YawControllerGain; // 5.0f;
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/*
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** Engine Graphical Behavior
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*/
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float MaxEngineRotation;
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/*
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** Rotor Graphical Behavior
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*/
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float RotorSpeed;
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float RotorAcceleration;
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float RotorDeceleration;
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friend class VTOLVehicleClass;
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};
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#endif
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