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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/vtolvehicle.h $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 8/17/01 8:36p $*
- * *
- * $Revision:: 5 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef VTOLVEHICLE_H
- #define VTOLVEHICLE_H
- #include "vehiclephys.h"
- class VTOLVehicleDefClass;
- /**
- ** VTOLVehicleClass
- ** This physics object generates the behavior of a VTOL aircraft
- **
- ** Physical Behavior:
- ** I think all VTOL craft can use the same behavior. The vertical thrust
- ** is related to the user's setting and the position of the craft between
- ** the flight-map-meshes. The orientation of the craft is controlled by
- ** a controller which exerts torques to align the craft to a desired orientation
- ** The x-y accelerations of the craft will be related to its orientation.
- ** Turning will be an independent controller I guess...
- ** In addition, "WheelP" bones should be used to provide landing gear in case
- ** the orca tries to "land".
- **
- ** Model animation:
- ** For Orcas, I want to show the engines tilting and engine flames lengthening
- ** and shortening. For Helecopters, I want to just tilt the rotor... Maybe
- ** I'll just have to do each in a derived class which is custom coded for Orca
- ** or Helecopter behavior...
- ** - Decided to add support for all of the above behaviors to this class.
- **
- ** Ideas:
- ** - Rotor bones (helecopters), these always spin at a rate related to the
- ** engine and tilt for turning and accelerating
- ** - Thruster bones (orca engines), these rotate forward and back depending
- ** on how much the user is accelerating forward.
- ** - Flame bones (orca engines), these translate along their Z-axis to stretch
- ** a flame 'skin'.
- */
- class VTOLVehicleClass : public VehiclePhysClass
- {
- public:
- VTOLVehicleClass(void);
- virtual ~VTOLVehicleClass(void);
- virtual VTOLVehicleClass * As_VTOLVehicleClass(void) { return this; }
- const VTOLVehicleDefClass * Get_VTOLVehicleDef(void) { return (VTOLVehicleDefClass *)Definition; }
- void Init(const VTOLVehicleDefClass & def);
- virtual void Render(RenderInfoClass & rinfo);
- virtual void Set_Model(RenderObjClass * model);
- virtual void Timestep(float dt);
- /*
- ** Save-Load System
- */
- virtual const PersistFactoryClass & Get_Factory (void) const;
- virtual bool Save (ChunkSaveClass &csave);
- virtual bool Load (ChunkLoadClass &cload);
- virtual void On_Post_Load (void);
- protected:
- virtual bool Can_Go_To_Sleep(void) { return false; }
- virtual void Compute_Force_And_Torque(Vector3 * force,Vector3 * torque);
- virtual SuspensionElementClass * Alloc_Suspension_Element(void);
- virtual float Get_Normalized_Engine_Flame(void);
- void Release_Engine_Bones(void);
- void Update_Cached_Model_Parameters(void);
- /*
- ** Captured bones for physics-based graphical effects
- */
- SimpleVecClass<int> EngineAngleBones;
- SimpleVecClass<int> RotorAngleBones;
- /*
- ** Visual state variables
- */
- float NormalizedEngineRotation;
- float NormalizedEngineThrust;
- float RotorAngle;
- float RotorAngularVelocity;
- private:
- // not implemented
- VTOLVehicleClass(const VTOLVehicleClass &);
- VTOLVehicleClass & operator = (const VTOLVehicleClass &);
- };
- /**
- ** VTOLVehicleDefClass
- ** Initialization/Editor Integration for VTOLVehicleClass
- */
- class VTOLVehicleDefClass : public VehiclePhysDefClass
- {
- public:
- VTOLVehicleDefClass(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 "VTOLVehicleDef"; }
- 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);
- /*
- ** Editable interface requirements
- */
- DECLARE_EDITABLE(VTOLVehicleDefClass,VehiclePhysDefClass);
- protected:
- /*
- ** Engine thrust in units of acceleration (force = mass * accel...)
- */
- float MaxVerticalAcceleration;
- float MaxHorizontalAcceleration;
- /*
- ** Vehicle behavior controls
- */
- float MaxFuselagePitch; // DEG_TO_RADF(15.0f);
- float MaxFuselageRoll; // DEG_TO_RADF(20.0f);
- float PitchControllerGain; // 45.5
- float PitchControllerDamping; // 12.75
- float RollControllerGain; // 45.5
- float RollControllerDamping; // 12.75
- float MaxYawVelocity; // DEG_TO_RADF(180.0f);
- float YawControllerGain; // 5.0f;
- /*
- ** Engine Graphical Behavior
- */
- float MaxEngineRotation;
- /*
- ** Rotor Graphical Behavior
- */
- float RotorSpeed;
- float RotorAcceleration;
- float RotorDeceleration;
- friend class VTOLVehicleClass;
- };
- #endif
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