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