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CnC_Renegade/Code/wwphys/vehiclephys.h

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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.h $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 10/14/01 2:09p $*
* *
* $Revision:: 16 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef VEHICLEPHYS_H
#define VEHICLEPHYS_H
#include "rbody.h"
#include "simplevec.h"
class VehiclePhysDefClass;
class SuspensionElementClass;
class VehicleDazzleClass;
/**
** VehiclePhysClass
** This RigidBody-derived class adds the constants needed to define the suspension behavior
** for all vehicles. Most of the actual force calculations are implemented in further
** derived classes but this is the common base class for various classes (e.g. WheeledVehicle,
** TrackedVehicle, and VTOLPhys
*/
class VehiclePhysClass : public RigidBodyClass
{
public:
VehiclePhysClass(void);
virtual ~VehiclePhysClass(void);
virtual VehiclePhysClass * As_VehiclePhysClass(void) { return this; }
const VehiclePhysDefClass * Get_VehiclePhysDef(void) { return (VehiclePhysDefClass*)Definition; }
void Init(const VehiclePhysDefClass & def);
/*
** DEBUGGING, re-initialize this object because our definition changed
*/
virtual void Definition_Changed(void);
/*
** Rendering
*/
virtual void Render(RenderInfoClass & rinfo);
virtual void Set_Model(RenderObjClass * model);
float Compute_Approximate_Ride_Height(void);
/*
** Simulation
*/
virtual void Timestep(float dt);
/*
** Gentlemen Start your Engines!
*/
void Enable_Engine(bool onoff) { IsEngineOn = onoff; }
bool Is_Engine_Enabled(void) { return IsEngineOn; }
/*
** Wheel management
*/
int Get_Wheel_Count(void) { return Wheels.Length(); }
int Get_Drive_Wheel_Count(void) { return DriveWheelCount; }
int Get_Real_Wheel_Count(void) { return RealWheelCount; }
SuspensionElementClass * Peek_Wheel(int wheel_index);
bool Is_In_Contact(void);
void Update_Wheels (void);
/*
** Non_Physical_Wheel_Update - used by Renegade's "encyclopedia" to graphically
** update the wheels when there is no physics scene or processing happening.
*/
void Non_Physical_Wheel_Update(float suspension_fraction,float rotation);
/*
** Teleport to the last good position. This is used when vehicles get flipped over or stuck somehow.
*/
void Teleport_To_Last_Good_Position(void);
/*
** Simulation and rendering toggles for all vehicle physics objects
*/
virtual bool Is_Simulation_Disabled(void) { return _DisableVehicleSimulation || RigidBodyClass::Is_Simulation_Disabled(); }
virtual bool Is_Rendering_Disabled(void) { return _DisableVehicleRendering || RigidBodyClass::Is_Simulation_Disabled(); }
static void Disable_All_Simulation(bool onoff) { _DisableVehicleSimulation = onoff; }
static void Disable_All_Rendering(bool onoff) { _DisableVehicleRendering = onoff; }
static bool Is_All_Simulation_Disabled(void) { return _DisableVehicleSimulation; }
static bool Is_All_Rendering_Disabled(void) { return _DisableVehicleRendering; }
/*
** Save-Load system
*/
virtual bool Save(ChunkSaveClass &csave);
virtual bool Load(ChunkLoadClass &cload);
protected:
/*
** Simulation
*/
virtual void Compute_Force_And_Torque(Vector3 * force,Vector3 * torque);
virtual bool Can_Go_To_Sleep(float dt);
/*
** Suspension initialization
*/
void Update_Cached_Model_Parameters(void);
void Release_Wheels(void);
void Create_Wheels(void);
int Find_Fork_Bone(RenderObjClass * model,const char * wpname);
int Find_Rotation_Bone(RenderObjClass * model,const char * wpname);
int Find_Translation_Bone(RenderObjClass * model,const char * wpname);
/*
** Auxilary bones
*/
void Release_Auxiliary_Bones(void);
void Capture_Auxiliary_Bones(void);
/*
** Dazzle controllers
*/
void Release_Dazzles(void);
void Capture_Dazzles(void);
VehicleDazzleClass * Create_Dazzle_Controller(RenderObjClass * obj);
/*
** Virtual Wheel Creation, Derived classes implement this to create
** the types of wheels that they need to use. (NOTE: wheels should be 'new'ed
** since VehiclePhysClass will 'delete' them when done.)
*/
virtual SuspensionElementClass * Alloc_Suspension_Element(void) = 0;
/*
** Implement this to support translating engine flames
*/
virtual float Get_Normalized_Engine_Flame(void) { return 0.0f; }
/*
** Variables
*/
bool IsEngineOn; // is the engine on? vehicles will stop if the engine is off
int RealWheelCount; // active wheel count
int DriveWheelCount; // drive wheel count
SimpleVecClass<SuspensionElementClass *> Wheels; // array of wheel objects
SimpleVecClass<VehicleDazzleClass *> Dazzles; // array of dazzle controllers (for headlights, taillights, blinky lights, etc)
SimpleVecClass<int> EngineFlameBones; // indices to "engine-flame" bones
Matrix3D LastGoodPosition; // last state where all wheels were on the ground
float ExpireTimer; // time left before blowing up when rolled over
static bool _DisableVehicleSimulation;
static bool _DisableVehicleRendering;
};
/**
** VehiclePhysDefClass
** This definition contains a set of constants used by all types of vehicles.
*/
class VehiclePhysDefClass : public RigidBodyDefClass
{
public:
VehiclePhysDefClass(void);
virtual ~VehiclePhysDefClass(void);
// From DefinitionClass
virtual uint32 Get_Class_ID (void) const;
// From PhysDefClass
virtual const char * Get_Type_Name(void) { return "VehiclePhysDef"; }
virtual bool Is_Type(const char *);
// Read access to the constants
float Get_Spring_Constant(void) const { return SpringConstant; }
float Get_Damping_Constant(void) const { return DampingConstant; }
float Get_Spring_Length(void) const { return SpringLength; }
float Get_Traction_Multiplier(void) const { return TractionMultiplier; }
float Get_Lateral_Moment_Arm(void) const { return LateralMomentArm; }
float Get_Tractive_Moment_Arm(void) const { return TractiveMomentArm; }
bool Is_Fake(void) const { return IsFake; }
// Write access (DEBUGGING/TESTING ONLY)
void Set_Spring_Constant(float ks) { SpringConstant = ks; }
void Set_Damping_Constant(float kd) { DampingConstant = kd; }
void Set_Spring_Length(float l) { SpringLength = l; }
void Set_Traction_Multiplier(float k) { TractionMultiplier = k; }
void Set_Lateral_Moment_Arm(float r) { LateralMomentArm = r; }
void Set_Tractive_Moment_Arm(float r) { TractiveMomentArm = r; }
// Save/Load support from PersistClass
virtual const PersistFactoryClass & Get_Factory (void) const;
virtual bool Save(ChunkSaveClass &csave);
virtual bool Load(ChunkLoadClass &cload);
// Editable interface requirements
DECLARE_EDITABLE(VehiclePhysDefClass,RigidBodyDefClass);
protected:
float SpringConstant; // suspension spring constant
float DampingConstant; // suspension damping constant (shock absorber)
float SpringLength; // suspension spring length
float TractionMultiplier; // scales the downforce for more traction
float LateralMomentArm; // arbitrary dist from x-y plane to apply lateral tire forces
float TractiveMomentArm; // arbitrary dist from x-y plane to apply tractive tire forces
float EngineFlameLength; // max length of the engine flame (how far to translate at flame=1.0)
bool IsFake; // short-circuit all possible physics calculations!
friend class VehiclePhysClass;
};
#endif