/* ** 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/wheelvehicle.h $* * * * Author:: Greg Hjelstrom * * * * $Modtime:: 9/20/01 1:57p $* * * * $Revision:: 22 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef WHEELVEHICLE_H #define WHEELVEHICLE_H #ifndef ALWAYS_H #include "always.h" #endif #ifndef MOTORVEHICLE_H #include "motorvehicle.h" #endif #ifndef LOOKUPTABLE_H #include "lookuptable.h" #endif #include "wheel.h" class WheelClass; class NormalWheelClass; class WheeledVehicleDefClass; /** ** WheeledVehicleClass ** This is a derivation of RigidBodyClass which basically adds wheels to ** a rigid body object. Each wheel detected in the model will have a friction ** model and a spring-damper force. Each one will "roll" an amount derived ** from the motion of the contact point for the wheel. Special engine wheels ** drive the model and steering wheels can be turned. The goal here is for ** this class to handle all wheeled vehicles in the game. 3, 4, and 6 wheeled ** vehicles will hopefully be possible... ** ** Wheeled Vehicle Physics Update Feb 29,2000 ** - The two most important things to simulate are the forces at the contact ** patches of the tires and the behavior of the engine. */ class WheeledVehicleClass : public MotorVehicleClass { public: WheeledVehicleClass(void); virtual ~WheeledVehicleClass(void); virtual WheeledVehicleClass * As_WheeledVehicleClass(void) { return this; } const WheeledVehicleDefClass * Get_WheeledVehicleDef(void); void Init(const WheeledVehicleDefClass & def); /* ** Save-Load System */ virtual const PersistFactoryClass & Get_Factory (void) const; virtual bool Save (ChunkSaveClass &csave); virtual bool Load (ChunkLoadClass &cload); protected: virtual SuspensionElementClass * Alloc_Suspension_Element(void); virtual void Compute_Force_And_Torque(Vector3 * force,Vector3 * torque); virtual float Get_Ideal_Drive_Axle_Angular_Velocity(void); virtual bool Drive_Wheels_In_Contact(void); float SteeringAngle; private: WheeledVehicleClass(const WheeledVehicleClass &); WheeledVehicleClass & operator = (const WheeledVehicleClass &); }; /** ** WheeledVehicleDefClass ** Initialization/Editor Integration for WheeledVehicleClass */ class WheeledVehicleDefClass : public MotorVehicleDefClass { public: WheeledVehicleDefClass(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 "WheeledVehicleDef"; } 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); // Read/Write access to our variables float Get_Max_Steering_Angle(void) const { return MaxSteeringAngle; } void Set_Max_Steering_Angle(float a) { MaxSteeringAngle = a; } // Editable interface requirements DECLARE_EDITABLE(WheeledVehicleDefClass,MotorVehicleDefClass); protected: float MaxSteeringAngle; // maximum angle for the steering wheels friend class WheeledVehicleClass; }; /* ** Inline functions */ inline const WheeledVehicleDefClass * WheeledVehicleClass::Get_WheeledVehicleDef(void) { return (WheeledVehicleDefClass *)Definition; } #endif