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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);
- }
- }
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