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CnC_Renegade/Code/wwphys/vehiclephys.cpp

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/*
** 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 <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** 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/vehiclephys.cpp $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Byon_g $*
* *
* $Modtime:: 12/12/01 10:37a $*
* *
* $Revision:: 26 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "vehiclephys.h"
#include "chunkio.h"
#include "persistfactory.h"
#include "wwphysids.h"
#include "wheel.h"
#include "physcontrol.h"
#include "octbox.h"
#include "pscene.h"
#include "wwprofile.h"
#include "vehicledazzle.h"
// Vehicles will sit rolled over for this long before exploding!
const float EXPIRE_SECONDS = 4.0f;
// HACK! when the engine is off, decimate the momentum each timestep by this fraction...
const float PARKING_BRAKE_DAMPING = 0.5f;
// max number of auxiliary graphical bones to support (e.g. engine flames)
const int MAX_CAPTURED_BONE_COUNT = 4;
const char * ENGINE_FLAME_BONE_NAME = "ENGINEFLAME";
// Wheel parsing constants...
const char * WHEELP_BONE_NAME = "WheelP"; // Position bone (contact patch)
const char * WHEELC_BONE_NAME = "WheelC"; // Center bone (rotational center of the wheel)
const char * WHEELF_BONE_NAME = "WheelF"; // Fork constraint bone (e.g. back wheel of a motorcycle)
const char * WHEELT_BONE_NAME = "WheelT"; // Translation constraint bone (e.g. front wheel of a motorcycle)
const int WHEEL_INDEX_CHAR0 = 6;
const int WHEEL_INDEX_CHAR1 = 7;
const int WHEEL_FLAG_CHAR0 = 8;
// Wheel flags (begin appearing at character WHEEL_FLAG_CHAR0)
const char WHEEL_FLAG_STEERING = 'S'; // wheel turns with steering
const char WHEEL_FLAG_INV_STEERING = 'I'; // wheel turns opposite steering
const char WHEEL_FLAG_TILT_STEERING = 'T'; // wheel turns when vehicle (bike) tilts
const char WHEEL_FLAG_ENGINE = 'E'; // wheel is attached to engine
const char WHEEL_FLAG_LEFT_TRACK = 'L'; // wheel is part of the left track
const char WHEEL_FLAG_RIGHT_TRACK = 'R'; // wheel is part of the right track
const char WHEEL_FLAG_FAKE = 'F'; // wheel is fake!
/***********************************************************************************************
**
** VehiclePhysClass Implementation
**
***********************************************************************************************/
bool VehiclePhysClass::_DisableVehicleSimulation = false;
bool VehiclePhysClass::_DisableVehicleRendering = false;
/*
** Chunk Ids used by VehiclePhysClass
*/
enum
{
VEHICLEPHYS_CHUNK_RIGIDBODY = 405001445, // parent class
VEHICLEPHYS_CHUNK_VARIABLES,
VEHICLEPHYS_VARIABLE_ISENGINEON = 0,
};
VehiclePhysClass::VehiclePhysClass(void) :
IsEngineOn(false),
RealWheelCount(0),
DriveWheelCount(0),
EngineFlameBones(MAX_CAPTURED_BONE_COUNT),
LastGoodPosition(1),
ExpireTimer(EXPIRE_SECONDS)
{
for (int i=0; i<MAX_CAPTURED_BONE_COUNT; i++) {
EngineFlameBones[i] = -1;
}
Enable_Shadow_Generation(true);
}
void VehiclePhysClass::Init(const VehiclePhysDefClass & def)
{
RigidBodyClass::Init(def);
for (int i=0; i<MAX_CAPTURED_BONE_COUNT; i++) {
EngineFlameBones[i] = -1;
}
Enable_Shadow_Generation(true);
}
void VehiclePhysClass::Definition_Changed(void)
{
RigidBodyClass::Definition_Changed();
for (int i=0; i<Wheels.Length(); i++) {
const VehiclePhysDefClass * def = Get_VehiclePhysDef();
Wheels[i]->Set_Spring_Constant(def->Get_Spring_Constant());
Wheels[i]->Set_Damping_Coefficient(def->Get_Damping_Constant());
Wheels[i]->Set_Spring_Length(def->Get_Spring_Length());
}
}
VehiclePhysClass::~VehiclePhysClass(void)
{
Release_Wheels();
Release_Auxiliary_Bones();
Release_Dazzles();
}
void VehiclePhysClass::Update_Wheels (void)
{
/*
** update the wheels graphically
*/
Set_Stationary_Collision_Region();
Inc_Ignore_Counter();
for (int i=0; i<Wheels.Length(); i++) {
Wheels[i]->Update_Model();
}
PhysicsSceneClass::Get_Instance()->Release_Collision_Region();
Dec_Ignore_Counter();
return ;
}
void VehiclePhysClass::Non_Physical_Wheel_Update(float suspension_fraction,float rotation)
{
for (int i=0; i<Wheels.Length(); i++) {
Wheels[i]->Non_Physical_Update(suspension_fraction,rotation);
}
}
void VehiclePhysClass::Render(RenderInfoClass & rinfo)
{
const VehiclePhysDefClass * def = Get_VehiclePhysDef();
/*
** update the wheels graphically
*/
Update_Wheels();
/*
** update the engine flames
*/
Matrix3D flame_tm(1);
flame_tm.Translate_Z(-Get_Normalized_Engine_Flame() * def->EngineFlameLength);
for (int ibone=0; ibone<MAX_CAPTURED_BONE_COUNT; ibone++) {
if (EngineFlameBones[ibone] != -1) {
Model->Control_Bone(EngineFlameBones[ibone],flame_tm);
}
}
/*
** Update the dazzles
*/
for (int idazzle=0; idazzle<Dazzles.Length(); idazzle++) {
Dazzles[idazzle]->Pre_Render_Update(this);
}
/*
** Pass on up!
*/
RigidBodyClass::Render(rinfo);
}
void VehiclePhysClass::Set_Model(RenderObjClass * model)
{
Release_Wheels();
Release_Auxiliary_Bones();
RigidBodyClass::Set_Model(model);
Update_Cached_Model_Parameters();
}
float VehiclePhysClass::Compute_Approximate_Ride_Height(void)
{
float val = 0.0f;
if (ContactBox != NULL) {
OBBoxClass box;
ContactBox->Get_Inner_Box(&box,Quaternion(1),Vector3(0,0,0));
val += (box.Extent.Z - box.Center.Z);
if (Wheels.Length() > 0) {
val += 0.66f * Wheels[0]->Get_Spring_Length();
} else {
val += 0.6f;
}
} else {
val = 1.0f;
}
return val;
}
void VehiclePhysClass::Timestep(float dt)
{
WWPROFILE("VehiclePhysClass::Timestep");
int i;
/*
** Take a copy of our state for later "roll testing"
*/
RigidBodyStateStruct initial_state = State;
/*
** If the vehicle is not in use and it is on the ground, dampen the hell out of it
*/
#if 0
int contact_count=0;
for (i=0; i<Wheels.Length(); i++) {
if ((Wheels[i] != NULL) && (Wheels[i]->Get_Flag(SuspensionElementClass::INCONTACT) == true)) {
contact_count++;
}
}
if ((contact_count >= 3) && (Is_Engine_Enabled() == false)) {
State.LMomentum *= PARKING_BRAKE_DAMPING;
State.AMomentum *= PARKING_BRAKE_DAMPING;
}
#endif
/*
** If there are wheels contacting the ground, turn off friction for the body of the vehicle
*/
bool wheels_touching_ground = false;
for (i=0; i<Wheels.Length(); i++) {
if ((Wheels[i] != NULL) && (Wheels[i]->Get_Flag(SuspensionElementClass::INCONTACT) == true)) {
wheels_touching_ground = true;
}
}
Set_Flag(FRICTION_DISABLED,wheels_touching_ground);
/*
** Call to parent class
*/
if (Get_VehiclePhysDef()->IsFake == false) {
RigidBodyClass::Timestep(dt);
}
/*
** See if we should be destroyed due to coming to rest upside down
*/
float up_cos = Get_Transform().Get_Z_Vector().Z;
const float MIN_Z_COSINE = 0.25f;
if (up_cos < MIN_Z_COSINE) {
ExpireTimer -= dt;
if (ExpireTimer < 0.0f) {
ExpireTimer = EXPIRE_SECONDS; // if expiration is denied, try again later.
Expire();
}
} else {
ExpireTimer = EXPIRE_SECONDS;
}
}
SuspensionElementClass * VehiclePhysClass::Peek_Wheel(int wheel_index)
{
return Wheels[wheel_index];
}
void VehiclePhysClass::Compute_Force_And_Torque(Vector3 * force,Vector3 * torque)
{
{
WWPROFILE("VehiclePhysClass::Compute_Force_And_Torque");
/*
** Compute forces and torques for each wheel.
*/
int goodwheels = 0;
for (int iwheel = 0; iwheel<Wheels.Length(); iwheel++) {
Wheels[iwheel]->Compute_Force_And_Torque(force,torque);
if (Wheels[iwheel]->Get_Flag(WheelClass::INCONTACT)) {
goodwheels++;
}
}
/*
** If all of our wheels are contacting and we are mostly upright,
** remember this transform as a "good" position.
*/
if ((goodwheels == Wheels.Length()) && (Rotation.Get_Z_Vector().Z > 0.7f)) {
LastGoodPosition.Set(Rotation,State.Position);
}
}
/*
** Let base class add in its forces
*/
RigidBodyClass::Compute_Force_And_Torque(force,torque);
}
bool VehiclePhysClass::Can_Go_To_Sleep(float dt)
{
/*
** Vehicles go to sleep if at least three wheels are in contact and their
** velocities are below some thresh-hold and their controller isn't doing anything.
*/
if ((Controller != NULL) && (Controller->Is_Inactive() != true)) {
GoToSleepTimer = RBODY_SLEEP_DELAY;
return false;
}
/*
** Check our velocities
*/
const float VEL_THRESHHOLD = 0.10f;
const float AVEL_THRESHHOLD = 0.10f;
float max_lmomentum2 = Mass * Mass * VEL_THRESHHOLD * VEL_THRESHHOLD;
float max_amomentum2 = IBody[1][1] * IBody[1][1] * AVEL_THRESHHOLD * AVEL_THRESHHOLD;
bool tried_to_sleep = false;
if ((State.LMomentum.Length2() < max_lmomentum2) &&
(State.AMomentum.Length2() < max_amomentum2) )
{
/*
** Count the contacts
*/
int contact_count = 0;
for (int iwheel = 0; iwheel<Wheels.Length(); iwheel++) {
if (Wheels[iwheel]->Get_Flag(SuspensionElementClass::INCONTACT)) {
contact_count++;
}
}
if ((Wheels.Length() <= 2) || (contact_count >= 3) || (ContactBox->ContactCount >= 3)) {
tried_to_sleep = true;
if (GoToSleepTimer < 0.0f) {
return true;
}
}
}
if (tried_to_sleep) {
GoToSleepTimer -= dt;
} else {
GoToSleepTimer = RBODY_SLEEP_DELAY;
}
return false;
}
void VehiclePhysClass::Update_Cached_Model_Parameters(void)
{
if (Model == NULL) return;
// capture the wheels
Release_Wheels();
Create_Wheels();
// capture auxiliary bones
Release_Auxiliary_Bones();
Capture_Auxiliary_Bones();
// count the drive wheels and real wheels
DriveWheelCount = 0;
RealWheelCount = 0;
for (int i=0; i<Wheels.Length(); i++) {
if ( Wheels[i]->Get_Flag(SuspensionElementClass::ENGINE) ||
Wheels[i]->Get_Flag(SuspensionElementClass::LEFT_TRACK) ||
Wheels[i]->Get_Flag(SuspensionElementClass::RIGHT_TRACK) )
{
DriveWheelCount++;
}
// "Real" wheels are all of them except the fake ones.
if (Wheels[i]->Get_Flag(SuspensionElementClass::FAKE) == false) {
RealWheelCount++;
}
}
// cache pointers to the dazzles
Release_Dazzles();
Capture_Dazzles();
// Force the shadow manager to use a scaled version of our "blob box"
ShadowManager.Enable_Force_Use_Blob_Box(true);
ShadowManager.Set_Blob_Box_Projection_Scale(Vector3(1.5f,1.5f,1.5f));
}
void VehiclePhysClass::Release_Wheels(void)
{
// release the bones we "captured" and destroy the wheels
for (int i=0; i<Wheels.Length(); i++) {
delete Wheels[i];
Wheels[i] = NULL;
}
Wheels.Resize(0);
DriveWheelCount = 0;
RealWheelCount = 0;
}
void VehiclePhysClass::Create_Wheels(void)
{
RenderObjClass * model = Peek_Model();
if (model == NULL) return;
const VehiclePhysDefClass * def = Get_VehiclePhysDef();
WWASSERT(def != NULL);
int ibone;
int wheelcount = 0;
// Count the wheels.
for (ibone=0; ibone < model->Get_Num_Bones(); ibone++) {
// search for bones named WheelP
const char * bonename = model->Get_Bone_Name(ibone);
if (_strnicmp(bonename,WHEELP_BONE_NAME,strlen(WHEELP_BONE_NAME)) == 0) {
wheelcount++;
}
}
if (wheelcount == 0) {
return;
}
// Allocate the array of pointers for the wheels
Wheels.Resize(wheelcount);
for (int i=0; i<Wheels.Length(); i++) {
Wheels[i] = NULL;
}
int curwheel = 0;
for (ibone=0; (ibone < model->Get_Num_Bones()) && (curwheel < Wheels.Length()); ibone++) {
// for each bone named WheelP
const char * wpname = model->Get_Bone_Name(ibone);
if (_strnicmp(wpname,WHEELP_BONE_NAME,strlen(WHEELP_BONE_NAME)) == 0) {
int position_bone = ibone;
int rotation_bone = Find_Rotation_Bone(model,wpname);
int fork_bone = Find_Fork_Bone(model,wpname);
int trans_bone = Find_Translation_Bone(model,wpname);
if (position_bone != -1) {
// initialize a wheel structure:
SuspensionElementClass * new_wheel = Alloc_Suspension_Element();
new_wheel->Init(this,position_bone,rotation_bone,fork_bone,trans_bone);
new_wheel->Set_Spring_Constant(def->SpringConstant);
new_wheel->Set_Damping_Coefficient(def->DampingConstant);
new_wheel->Set_Spring_Length(def->SpringLength);
// parse any flag characters
unsigned int index = WHEEL_FLAG_CHAR0;
while (index < strlen(wpname)) {
switch (wpname[index]) {
case WHEEL_FLAG_STEERING:
new_wheel->Set_Flag(SuspensionElementClass::STEERING,true);
break;
case WHEEL_FLAG_INV_STEERING:
new_wheel->Set_Flag(SuspensionElementClass::INV_STEERING,true);
break;
case WHEEL_FLAG_TILT_STEERING:
new_wheel->Set_Flag(SuspensionElementClass::TILT_STEERING,true);
break;
case WHEEL_FLAG_ENGINE:
new_wheel->Set_Flag(SuspensionElementClass::ENGINE,true);
break;
case WHEEL_FLAG_LEFT_TRACK:
new_wheel->Set_Flag(SuspensionElementClass::LEFT_TRACK,true);
break;
case WHEEL_FLAG_RIGHT_TRACK:
new_wheel->Set_Flag(SuspensionElementClass::RIGHT_TRACK,true);
break;
case WHEEL_FLAG_FAKE:
new_wheel->Set_Flag(SuspensionElementClass::FAKE,true);
break;
}
index++;
}
// install the wheel
Wheels[curwheel++] = new_wheel;
}
}
}
}
int VehiclePhysClass::Find_Fork_Bone(RenderObjClass * model,const char * wpname)
{
for (int ibone=0; ibone < model->Get_Num_Bones(); ibone++) {
const char * wfname = model->Get_Bone_Name(ibone);
if ( (_strnicmp(wfname,WHEELF_BONE_NAME,strlen(WHEELF_BONE_NAME)) == 0) &&
(wfname[WHEEL_INDEX_CHAR0] == wpname[WHEEL_INDEX_CHAR0]) &&
(wfname[WHEEL_INDEX_CHAR1] == wpname[WHEEL_INDEX_CHAR1]))
{
return ibone;
}
}
return -1;
}
int VehiclePhysClass::Find_Rotation_Bone(RenderObjClass * model,const char * wpname)
{
for (int ibone=0; ibone < model->Get_Num_Bones(); ibone++) {
const char * wcname = model->Get_Bone_Name(ibone);
if ( (_strnicmp(wcname,WHEELC_BONE_NAME,strlen(WHEELC_BONE_NAME)) == 0) &&
(wcname[WHEEL_INDEX_CHAR0] == wpname[WHEEL_INDEX_CHAR0]) &&
(wcname[WHEEL_INDEX_CHAR1] == wpname[WHEEL_INDEX_CHAR1]))
{
return ibone;
}
}
return -1;
}
int VehiclePhysClass::Find_Translation_Bone(RenderObjClass * model,const char * wpname)
{
for (int ibone=0; ibone < model->Get_Num_Bones(); ibone++) {
const char * wtname = model->Get_Bone_Name(ibone);
if ( (_strnicmp(wtname,WHEELT_BONE_NAME,strlen(WHEELT_BONE_NAME)) == 0) &&
(wtname[WHEEL_INDEX_CHAR0] == wpname[WHEEL_INDEX_CHAR0]) &&
(wtname[WHEEL_INDEX_CHAR1] == wpname[WHEEL_INDEX_CHAR1]))
{
return ibone;
}
}
return -1;
}
void VehiclePhysClass::Release_Auxiliary_Bones(void)
{
// release any bones that we currently have captured
if (Model != NULL) {
for (int i=0;i<MAX_CAPTURED_BONE_COUNT; i++) {
if (EngineFlameBones[i] != -1) {
Model->Release_Bone(EngineFlameBones[i]);
EngineFlameBones[i] = -1;
}
}
}
}
void VehiclePhysClass::Capture_Auxiliary_Bones(void)
{
// search through the model for bones beginning with ENGINEFLAME
int ibone = 0;
int engine_bone_count = 0;
for (ibone=0; (ibone < Model->Get_Num_Bones()) && (engine_bone_count < MAX_CAPTURED_BONE_COUNT); ibone++) {
const char * bone_name = Model->Get_Bone_Name(ibone);
if (_strnicmp(bone_name,ENGINE_FLAME_BONE_NAME,strlen(ENGINE_FLAME_BONE_NAME)) == 0) {
EngineFlameBones[engine_bone_count] = ibone;
Model->Capture_Bone(ibone);
engine_bone_count++;
}
}
}
void VehiclePhysClass::Release_Dazzles(void)
{
// delete the dazzle controllers
for (int i=0; i<Dazzles.Length(); i++) {
delete Dazzles[i];
Dazzles[i] = NULL;
}
Dazzles.Resize(0);
}
void VehiclePhysClass::Capture_Dazzles(void)
{
RenderObjClass * model = Peek_Model();
if (model == NULL) return;
const VehiclePhysDefClass * def = Get_VehiclePhysDef();
WWASSERT(def != NULL);
int imodel;
int dazzlecount = 0;
// Count the dazzles.
for (imodel=0; imodel < model->Get_Num_Sub_Objects(); imodel++) {
// Search for dazzle render objects whose name starts with _HLight, _TLight, or _BLight
RenderObjClass * subobj = model->Get_Sub_Object(imodel);
if ((subobj != NULL) && (subobj->Class_ID() == RenderObjClass::CLASSID_DAZZLE)) {
if (VehicleDazzleClass::Is_Vehicle_Dazzle(subobj)) {
dazzlecount++;
}
}
REF_PTR_RELEASE(subobj);
}
// Return if we didn't find any dazzles that want to be controlled by the vehicle logic
if (dazzlecount == 0) {
return;
}
// Allocate the array of pointers for the wheels
Dazzles.Resize(dazzlecount);
for (int i=0; i<Dazzles.Length(); i++) {
Dazzles[i] = NULL;
}
// Create dazzle controllers
int curdazzle = 0;
for (imodel=0; (imodel < model->Get_Num_Sub_Objects()) && (curdazzle < Dazzles.Length()); imodel++) {
RenderObjClass * subobj = model->Get_Sub_Object(imodel);
if (VehicleDazzleClass::Is_Vehicle_Dazzle(subobj)) {
Dazzles[curdazzle] = Create_Dazzle_Controller(subobj);
curdazzle++;
}
REF_PTR_RELEASE(subobj);
}
}
VehicleDazzleClass * VehiclePhysClass::Create_Dazzle_Controller(RenderObjClass * obj)
{
WWASSERT(VehicleDazzleClass::Is_Vehicle_Dazzle(obj));
VehicleDazzleClass * controller = new VehicleDazzleClass();
controller->Set_Model((DazzleRenderObjClass *)obj);
return controller;
}
void VehiclePhysClass::Teleport_To_Last_Good_Position(void)
{
Set_Transform(LastGoodPosition);
}
bool VehiclePhysClass::Is_In_Contact(void)
{
bool retval = false;
//
// Check to see if any of the wheels are on the ground
//
for (int index = 0; index < Wheels.Length(); index++) {
//
// Is this wheel on the ground?
//
if (Wheels[index]->Get_Flag(WheelClass::INCONTACT)) {
retval = true;
break;
}
}
return retval;
}
bool VehiclePhysClass::Save(ChunkSaveClass &csave)
{
csave.Begin_Chunk(VEHICLEPHYS_CHUNK_RIGIDBODY);
RigidBodyClass::Save(csave);
csave.End_Chunk();
csave.Begin_Chunk(VEHICLEPHYS_CHUNK_VARIABLES);
WRITE_MICRO_CHUNK(csave,VEHICLEPHYS_VARIABLE_ISENGINEON,IsEngineOn);
csave.End_Chunk();
return true;
}
bool VehiclePhysClass::Load(ChunkLoadClass &cload)
{
while (cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID())
{
case VEHICLEPHYS_CHUNK_RIGIDBODY:
RigidBodyClass::Load(cload);
break;
case VEHICLEPHYS_CHUNK_VARIABLES:
while (cload.Open_Micro_Chunk()) {
switch(cload.Cur_Micro_Chunk_ID()) {
READ_MICRO_CHUNK(cload,VEHICLEPHYS_VARIABLE_ISENGINEON,IsEngineOn);
}
cload.Close_Micro_Chunk();
}
break;
default:
WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
break;
}
cload.Close_Chunk();
}
return true;
}
/***********************************************************************************************
**
** VehiclePhysDefClass Implementation
**
***********************************************************************************************/
/*
** Declare a PersistFactory for VehiclePhysDefClass
** Dont declare a Definition Factory because we don't want users to directly create this type.
*/
SimplePersistFactoryClass<VehiclePhysDefClass,PHYSICS_CHUNKID_VEHICLEPHYSDEF> _VehiclePhysDefFactory;
/*
** Chunk ID's used by VehiclePhysDefClass
*/
enum
{
VEHICLEPHYSDEF_CHUNK_RIGIDBODYDEF = 405001519, // (parent class)
VEHICLEPHYSDEF_CHUNK_VARIABLES,
VEHICLEPHYSDEF_VARIABLE_SPRINGCONSTANT = 0x00,
VEHICLEPHYSDEF_VARIABLE_DAMPINGCONSTANT,
VEHICLEPHYSDEF_VARIABLE_SPRINGLENGTH,
VEHICLEPHYSDEF_VARIABLE_TRACTIONMULTIPLIER,
VEHICLEPHYSDEF_VARIABLE_LATERALMOMENTARM,
VEHICLEPHYSDEF_VARIABLE_TRACTIVEMOMENTARM,
VEHICLEPHYSDEF_VARIABLE_ENGINEFLAMELENGTH,
VEHICLEPHYSDEF_VARIABLE_ISFAKE,
};
VehiclePhysDefClass::VehiclePhysDefClass(void) :
SpringConstant(DEFAULT_SPRING_CONSTANT),
DampingConstant(DEFAULT_DAMPING_COEFFICIENT),
SpringLength(DEFAULT_SPRING_LENGTH),
TractionMultiplier(2.0f),
LateralMomentArm(0.0f),
TractiveMomentArm(0.0f),
EngineFlameLength(1.0f),
IsFake(false)
{
// make our parameters editable!
EDITABLE_PARAM(VehiclePhysDefClass, ParameterClass::TYPE_BOOL, IsFake);
FLOAT_UNITS_PARAM(VehiclePhysDefClass, SpringConstant, 0.0f, 100000.0f,"N/m");
FLOAT_UNITS_PARAM(VehiclePhysDefClass, DampingConstant, 0.0f, 100000.0f,"N/(m/s)");
FLOAT_UNITS_PARAM(VehiclePhysDefClass, SpringLength, 0.0f, 100.0f,"m");
FLOAT_EDITABLE_PARAM(VehiclePhysDefClass, TractionMultiplier, 0.5f, 5.0f);
FLOAT_UNITS_PARAM(VehiclePhysDefClass, LateralMomentArm, 0.0f, 10.0f,"m");
FLOAT_UNITS_PARAM(VehiclePhysDefClass, TractiveMomentArm, 0.0f, 10.0f,"m");
FLOAT_UNITS_PARAM(VehiclePhysDefClass, EngineFlameLength, 0.0f, 100.0f,"m");
}
VehiclePhysDefClass::~VehiclePhysDefClass(void)
{
}
uint32 VehiclePhysDefClass::Get_Class_ID (void) const
{
return CLASSID_VEHICLEPHYSDEF;
}
const PersistFactoryClass & VehiclePhysDefClass::Get_Factory (void) const
{
return _VehiclePhysDefFactory;
}
bool VehiclePhysDefClass::Save(ChunkSaveClass &csave)
{
csave.Begin_Chunk(VEHICLEPHYSDEF_CHUNK_RIGIDBODYDEF);
RigidBodyDefClass::Save(csave);
csave.End_Chunk();
csave.Begin_Chunk(VEHICLEPHYSDEF_CHUNK_VARIABLES);
WRITE_MICRO_CHUNK(csave,VEHICLEPHYSDEF_VARIABLE_SPRINGCONSTANT,SpringConstant);
WRITE_MICRO_CHUNK(csave,VEHICLEPHYSDEF_VARIABLE_DAMPINGCONSTANT,DampingConstant);
WRITE_MICRO_CHUNK(csave,VEHICLEPHYSDEF_VARIABLE_SPRINGLENGTH,SpringLength);
WRITE_MICRO_CHUNK(csave,VEHICLEPHYSDEF_VARIABLE_TRACTIONMULTIPLIER,TractionMultiplier);
WRITE_MICRO_CHUNK(csave,VEHICLEPHYSDEF_VARIABLE_LATERALMOMENTARM,LateralMomentArm);
WRITE_MICRO_CHUNK(csave,VEHICLEPHYSDEF_VARIABLE_TRACTIVEMOMENTARM,TractiveMomentArm);
WRITE_MICRO_CHUNK(csave,VEHICLEPHYSDEF_VARIABLE_ENGINEFLAMELENGTH,EngineFlameLength);
WRITE_MICRO_CHUNK(csave,VEHICLEPHYSDEF_VARIABLE_ISFAKE,IsFake);
csave.End_Chunk();
return true;
}
bool VehiclePhysDefClass::Load(ChunkLoadClass &cload)
{
while (cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID()) {
case VEHICLEPHYSDEF_CHUNK_RIGIDBODYDEF:
RigidBodyDefClass::Load(cload);
break;
case VEHICLEPHYSDEF_CHUNK_VARIABLES:
while (cload.Open_Micro_Chunk()) {
switch(cload.Cur_Micro_Chunk_ID()) {
READ_MICRO_CHUNK(cload,VEHICLEPHYSDEF_VARIABLE_SPRINGCONSTANT,SpringConstant);
READ_MICRO_CHUNK(cload,VEHICLEPHYSDEF_VARIABLE_DAMPINGCONSTANT,DampingConstant);
READ_MICRO_CHUNK(cload,VEHICLEPHYSDEF_VARIABLE_SPRINGLENGTH,SpringLength);
READ_MICRO_CHUNK(cload,VEHICLEPHYSDEF_VARIABLE_TRACTIONMULTIPLIER,TractionMultiplier);
READ_MICRO_CHUNK(cload,VEHICLEPHYSDEF_VARIABLE_LATERALMOMENTARM,LateralMomentArm);
READ_MICRO_CHUNK(cload,VEHICLEPHYSDEF_VARIABLE_TRACTIVEMOMENTARM,TractiveMomentArm);
READ_MICRO_CHUNK(cload,VEHICLEPHYSDEF_VARIABLE_ENGINEFLAMELENGTH,EngineFlameLength);
READ_MICRO_CHUNK(cload,VEHICLEPHYSDEF_VARIABLE_ISFAKE,IsFake);
}
cload.Close_Micro_Chunk();
}
break;
default:
WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
break;
}
cload.Close_Chunk();
}
return true;
}
bool VehiclePhysDefClass::Is_Type(const char * type_name)
{
if (stricmp(type_name,VehiclePhysDefClass::Get_Type_Name()) == 0) {
return true;
} else {
return RigidBodyDefClass::Is_Type(type_name);
}
}