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game/server/fourwheelvehiclephysics.h
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game/server/fourwheelvehiclephysics.h
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: A base class that deals with four-wheel vehicles
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef FOUR_WHEEL_VEHICLE_PHYSICS_H
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#define FOUR_WHEEL_VEHICLE_PHYSICS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "vphysics/vehicles.h"
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#include "vcollide_parse.h"
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#include "datamap.h"
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#include "vehicle_sounds.h"
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// in/sec to miles/hour
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#define INS2MPH_SCALE ( 3600 * (1/5280.0f) * (1/12.0f) )
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#define INS2MPH(x) ( (x) * INS2MPH_SCALE )
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#define MPH2INS(x) ( (x) * (1/INS2MPH_SCALE) )
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class CBaseAnimating;
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class CFourWheelServerVehicle;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CFourWheelVehiclePhysics
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{
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public:
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DECLARE_DATADESC();
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CFourWheelVehiclePhysics( CBaseAnimating *pOuter );
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~CFourWheelVehiclePhysics ();
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// Call Precache + Spawn from the containing entity's Precache + Spawn methods
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void Precache();
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void Spawn();
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void SetOuter( CBaseAnimating *pOuter, CFourWheelServerVehicle *pServerVehicle );
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// Initializes the vehicle physics so we can drive it
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bool Initialize( const char *pScriptName, unsigned int nVehicleType );
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void Teleport( matrix3x4_t& relativeTransform );
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bool VPhysicsUpdate( IPhysicsObject *pPhysics );
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bool Think();
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void PlaceWheelDust( int wheelIndex, bool ignoreSpeed = false );
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void DrawDebugGeometryOverlays();
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int DrawDebugTextOverlays( int nOffset );
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// Updates the controls based on user input
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void UpdateDriverControls( CUserCmd *cmd, float flFrameTime );
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// Various steering parameters
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void SetThrottle( float flThrottle );
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void SetMaxThrottle( float flMaxThrottle );
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void SetMaxReverseThrottle( float flMaxThrottle );
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void SetSteering( float flSteering, float flSteeringRate );
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void SetSteeringDegrees( float flDegrees );
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void SetAction( float flAction );
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void TurnOn( );
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void TurnOff();
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void ReleaseHandbrake();
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void SetHandbrake( bool bBrake );
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bool IsOn() const { return m_bIsOn; }
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void ResetControls();
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void SetBoost( float flBoost );
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bool UpdateBooster( void );
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void SetHasBrakePedal( bool bHasBrakePedal );
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// Engine
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void SetDisableEngine( bool bDisable );
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bool IsEngineDisabled( void ) { return m_pVehicle->IsEngineDisabled(); }
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// Enable/Disable Motion
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void EnableMotion( void );
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void DisableMotion( void );
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// Shared code to compute the vehicle view position
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void GetVehicleViewPosition( const char *pViewAttachment, float flPitchFactor, Vector *pAbsPosition, QAngle *pAbsAngles );
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IPhysicsObject *GetWheel( int iWheel ) { return m_pWheels[iWheel]; }
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int GetSpeed() const;
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int GetMaxSpeed() const;
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int GetRPM() const;
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float GetThrottle() const;
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bool HasBoost() const;
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int BoostTimeLeft() const;
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bool IsBoosting( void );
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float GetHLSpeed() const;
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float GetSteering() const;
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float GetSteeringDegrees() const;
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IPhysicsVehicleController* GetVehicle(void) { return m_pVehicle; }
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float GetWheelBaseHeight(int wheelIndex) { return m_wheelBaseHeight[wheelIndex]; }
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float GetWheelTotalHeight(int wheelIndex) { return m_wheelTotalHeight[wheelIndex]; }
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IPhysicsVehicleController *GetVehicleController() { return m_pVehicle; }
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const vehicleparams_t &GetVehicleParams( void ) { return m_pVehicle->GetVehicleParams(); }
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const vehicle_controlparams_t &GetVehicleControls( void ) { return m_controls; }
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const vehicle_operatingparams_t &GetVehicleOperatingParams( void ) { return m_pVehicle->GetOperatingParams(); }
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int VPhysicsGetObjectList( IPhysicsObject **pList, int listMax );
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private:
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// engine sounds
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void CalcWheelData( vehicleparams_t &vehicle );
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void SteeringRest( float carSpeed, const vehicleparams_t &vehicleData );
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void SteeringTurn( float carSpeed, const vehicleparams_t &vehicleData, bool bTurnLeft, bool bBrake, bool bThrottle );
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void SteeringTurnAnalog( float carSpeed, const vehicleparams_t &vehicleData, float sidemove );
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// A couple wrapper methods to perform common operations
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int LookupPoseParameter( const char *szName );
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float GetPoseParameter( int iParameter );
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float SetPoseParameter( int iParameter, float flValue );
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bool GetAttachment ( const char *szName, Vector &origin, QAngle &angles );
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void InitializePoseParameters();
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bool ParseVehicleScript( const char *pScriptName, solid_t &solid, vehicleparams_t &vehicle );
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private:
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// This is the entity that contains this class
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CHandle<CBaseAnimating> m_pOuter;
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CFourWheelServerVehicle *m_pOuterServerVehicle;
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vehicle_controlparams_t m_controls;
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IPhysicsVehicleController *m_pVehicle;
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// Vehicle state info
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int m_nSpeed;
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int m_nLastSpeed;
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int m_nRPM;
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float m_fLastBoost;
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int m_nBoostTimeLeft;
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int m_nHasBoost;
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float m_maxThrottle;
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float m_flMaxRevThrottle;
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float m_flMaxSpeed;
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float m_actionSpeed;
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IPhysicsObject *m_pWheels[4];
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int m_wheelCount;
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Vector m_wheelPosition[4];
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QAngle m_wheelRotation[4];
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float m_wheelBaseHeight[4];
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float m_wheelTotalHeight[4];
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int m_poseParameters[12];
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float m_actionValue;
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float m_actionScale;
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float m_debugRadius;
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float m_throttleRate;
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float m_throttleStartTime;
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float m_throttleActiveTime;
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float m_turboTimer;
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float m_flVehicleVolume; // NPC driven vehicles used louder sounds
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bool m_bIsOn;
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bool m_bLastThrottle;
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bool m_bLastBoost;
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bool m_bLastSkid;
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};
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//-----------------------------------------------------------------------------
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// Physics state..
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//-----------------------------------------------------------------------------
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inline int CFourWheelVehiclePhysics::GetSpeed() const
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{
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return m_nSpeed;
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}
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inline int CFourWheelVehiclePhysics::GetMaxSpeed() const
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{
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return INS2MPH(m_pVehicle->GetVehicleParams().engine.maxSpeed);
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}
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inline int CFourWheelVehiclePhysics::GetRPM() const
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{
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return m_nRPM;
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}
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inline float CFourWheelVehiclePhysics::GetThrottle() const
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{
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return m_controls.throttle;
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}
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inline bool CFourWheelVehiclePhysics::HasBoost() const
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{
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return m_nHasBoost != 0;
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}
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inline int CFourWheelVehiclePhysics::BoostTimeLeft() const
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{
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return m_nBoostTimeLeft;
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}
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inline void CFourWheelVehiclePhysics::SetOuter( CBaseAnimating *pOuter, CFourWheelServerVehicle *pServerVehicle )
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{
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m_pOuter = pOuter;
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m_pOuterServerVehicle = pServerVehicle;
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}
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float RemapAngleRange( float startInterval, float endInterval, float value );
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#define ROLL_CURVE_ZERO 5 // roll less than this is clamped to zero
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#define ROLL_CURVE_LINEAR 45 // roll greater than this is copied out
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#define PITCH_CURVE_ZERO 10 // pitch less than this is clamped to zero
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#define PITCH_CURVE_LINEAR 45 // pitch greater than this is copied out
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#endif // FOUR_WHEEL_VEHICLE_PHYSICS_H
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