mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
steeringReturn is the main control for the amount of return in the steering. Setting it to 0 (the default) disables steering return completely. steeringReturnSpeedScale is a multiplier on the amount of effect that the vehicle's velocity has on its steering return. powerSteering can be set to eliminate the effect of steering return on user input. Without this flag set, the user will have a harder time steering, because the wheels try to return as they steer. If this flag is set, steering return will not be applied while the user is actually steering, only when they release.
311 lines
9.7 KiB
C++
311 lines
9.7 KiB
C++
//-----------------------------------------------------------------------------
|
|
// Copyright (c) 2012 GarageGames, LLC
|
|
//
|
|
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
// of this software and associated documentation files (the "Software"), to
|
|
// deal in the Software without restriction, including without limitation the
|
|
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
|
// sell copies of the Software, and to permit persons to whom the Software is
|
|
// furnished to do so, subject to the following conditions:
|
|
//
|
|
// The above copyright notice and this permission notice shall be included in
|
|
// all copies or substantial portions of the Software.
|
|
//
|
|
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
|
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
|
// IN THE SOFTWARE.
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#ifndef _VEHICLE_H_
|
|
#define _VEHICLE_H_
|
|
|
|
#ifndef _SHAPEBASE_H_
|
|
#include "T3D/shapeBase.h"
|
|
#endif
|
|
#ifndef _RIGID_H_
|
|
#include "T3D/rigid.h"
|
|
#endif
|
|
#ifndef _BOXCONVEX_H_
|
|
#include "collision/boxConvex.h"
|
|
#endif
|
|
|
|
class ParticleEmitter;
|
|
class ParticleEmitterData;
|
|
class ClippedPolyList;
|
|
struct RenderInst;
|
|
class Vehicle;
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
struct VehicleData: public ShapeBaseData
|
|
{
|
|
typedef ShapeBaseData Parent;
|
|
|
|
struct Body {
|
|
enum Sounds {
|
|
SoftImpactSound,
|
|
HardImpactSound,
|
|
MaxSounds,
|
|
};
|
|
SFXProfile* sound[MaxSounds];
|
|
F32 restitution;
|
|
F32 friction;
|
|
} body;
|
|
|
|
enum VehicleConsts
|
|
{
|
|
VC_NUM_DUST_EMITTERS = 1,
|
|
VC_NUM_DAMAGE_EMITTER_AREAS = 2,
|
|
VC_NUM_DAMAGE_LEVELS = 2,
|
|
VC_NUM_BUBBLE_EMITTERS = 1,
|
|
VC_NUM_DAMAGE_EMITTERS = VC_NUM_DAMAGE_LEVELS + VC_NUM_BUBBLE_EMITTERS,
|
|
VC_NUM_SPLASH_EMITTERS = 2,
|
|
VC_BUBBLE_EMITTER = VC_NUM_DAMAGE_EMITTERS - VC_NUM_BUBBLE_EMITTERS,
|
|
};
|
|
|
|
enum Sounds {
|
|
ExitWater,
|
|
ImpactSoft,
|
|
ImpactMedium,
|
|
ImpactHard,
|
|
Wake,
|
|
MaxSounds
|
|
};
|
|
SFXProfile* waterSound[MaxSounds];
|
|
F32 exitSplashSoundVel;
|
|
F32 softSplashSoundVel;
|
|
F32 medSplashSoundVel;
|
|
F32 hardSplashSoundVel;
|
|
|
|
F32 minImpactSpeed;
|
|
F32 softImpactSpeed;
|
|
F32 hardImpactSpeed;
|
|
F32 minRollSpeed;
|
|
F32 maxSteeringAngle;
|
|
|
|
F32 collDamageThresholdVel;
|
|
F32 collDamageMultiplier;
|
|
|
|
bool cameraRoll; ///< Roll the 3rd party camera
|
|
F32 cameraLag; ///< Amount of camera lag (lag += car velocity * lag)
|
|
F32 cameraDecay; ///< Rate at which camera returns to target pos.
|
|
F32 cameraOffset; ///< Vertical offset
|
|
|
|
F32 minDrag;
|
|
F32 maxDrag;
|
|
S32 integration; ///< # of physics steps per tick
|
|
F32 collisionTol; ///< Collision distance tolerance
|
|
F32 contactTol; ///< Contact velocity tolerance
|
|
Point3F massCenter; ///< Center of mass for rigid body
|
|
Point3F massBox; ///< Size of inertial box
|
|
|
|
F32 jetForce;
|
|
F32 jetEnergyDrain; ///< Energy drain/tick
|
|
F32 minJetEnergy;
|
|
|
|
F32 steeringReturn;
|
|
F32 steeringReturnSpeedScale;
|
|
bool powerSteering;
|
|
|
|
ParticleEmitterData * dustEmitter;
|
|
S32 dustID;
|
|
F32 triggerDustHeight; ///< height vehicle has to be under to kick up dust
|
|
F32 dustHeight; ///< dust height above ground
|
|
|
|
ParticleEmitterData * damageEmitterList[ VC_NUM_DAMAGE_EMITTERS ];
|
|
Point3F damageEmitterOffset[ VC_NUM_DAMAGE_EMITTER_AREAS ];
|
|
S32 damageEmitterIDList[ VC_NUM_DAMAGE_EMITTERS ];
|
|
F32 damageLevelTolerance[ VC_NUM_DAMAGE_LEVELS ];
|
|
F32 numDmgEmitterAreas;
|
|
|
|
ParticleEmitterData* splashEmitterList[VC_NUM_SPLASH_EMITTERS];
|
|
S32 splashEmitterIDList[VC_NUM_SPLASH_EMITTERS];
|
|
F32 splashFreqMod;
|
|
F32 splashVelEpsilon;
|
|
|
|
//
|
|
VehicleData();
|
|
bool preload(bool server, String &errorStr);
|
|
static void initPersistFields();
|
|
virtual void packData(BitStream* stream);
|
|
virtual void unpackData(BitStream* stream);
|
|
|
|
DECLARE_CONOBJECT(VehicleData);
|
|
|
|
DECLARE_CALLBACK( void, onEnterLiquid, ( Vehicle* obj, F32 coverage, const char* type ) );
|
|
DECLARE_CALLBACK( void, onLeaveLiquid, ( Vehicle* obj, const char* type ) );
|
|
};
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
class Vehicle: public ShapeBase
|
|
{
|
|
typedef ShapeBase Parent;
|
|
|
|
protected:
|
|
enum CollisionFaceFlags {
|
|
BodyCollision = 0x1,
|
|
WheelCollision = 0x2,
|
|
};
|
|
enum MaskBits {
|
|
PositionMask = Parent::NextFreeMask << 0,
|
|
EnergyMask = Parent::NextFreeMask << 1,
|
|
NextFreeMask = Parent::NextFreeMask << 2
|
|
};
|
|
|
|
struct StateDelta {
|
|
Move move; ///< Last move from server
|
|
F32 dt; ///< Last interpolation time
|
|
// Interpolation data
|
|
Point3F pos;
|
|
Point3F posVec;
|
|
QuatF rot[2];
|
|
// Warp data
|
|
S32 warpTicks; ///< Number of ticks to warp
|
|
S32 warpCount; ///< Current pos in warp
|
|
Point3F warpOffset;
|
|
QuatF warpRot[2];
|
|
//
|
|
Point3F cameraOffset;
|
|
Point3F cameraVec;
|
|
Point3F cameraRot;
|
|
Point3F cameraRotVec;
|
|
};
|
|
|
|
StateDelta mDelta;
|
|
S32 mPredictionCount; ///< Number of ticks to predict
|
|
VehicleData* mDataBlock;
|
|
bool inLiquid;
|
|
SFXSource* mWakeSound;
|
|
|
|
Point3F mCameraOffset; ///< 3rd person camera
|
|
|
|
// Control
|
|
Point2F mSteering;
|
|
F32 mThrottle;
|
|
bool mJetting;
|
|
|
|
// Rigid Body
|
|
bool mDisableMove;
|
|
|
|
GFXStateBlockRef mSolidSB;
|
|
|
|
Box3F mWorkingQueryBox;
|
|
S32 mWorkingQueryBoxCountDown;
|
|
|
|
CollisionList mCollisionList;
|
|
CollisionList mContacts;
|
|
Rigid mRigid;
|
|
ShapeBaseConvex mConvex;
|
|
int restCount;
|
|
|
|
SimObjectPtr<ParticleEmitter> mDustEmitterList[VehicleData::VC_NUM_DUST_EMITTERS];
|
|
SimObjectPtr<ParticleEmitter> mDamageEmitterList[VehicleData::VC_NUM_DAMAGE_EMITTERS];
|
|
SimObjectPtr<ParticleEmitter> mSplashEmitterList[VehicleData::VC_NUM_SPLASH_EMITTERS];
|
|
|
|
//
|
|
virtual bool onNewDataBlock( GameBaseData *dptr, bool reload );
|
|
void updatePos(F32 dt);
|
|
bool updateCollision(F32 dt);
|
|
bool resolveCollision(Rigid& ns,CollisionList& cList);
|
|
bool resolveContacts(Rigid& ns,CollisionList& cList,F32 dt);
|
|
bool resolveDisplacement(Rigid& ns,CollisionState *state,F32 dt);
|
|
bool findContacts(Rigid& ns,CollisionList& cList);
|
|
void checkTriggers();
|
|
static void findCallback(SceneObject* obj,void * key);
|
|
|
|
void setPosition(const Point3F& pos,const QuatF& rot);
|
|
void setRenderPosition(const Point3F& pos,const QuatF& rot);
|
|
void setTransform(const MatrixF& mat);
|
|
|
|
// virtual bool collideBody(const MatrixF& mat,Collision* info) = 0;
|
|
virtual void updateMove(const Move* move);
|
|
virtual void updateForces(F32 dt);
|
|
|
|
void writePacketData(GameConnection * conn, BitStream *stream);
|
|
void readPacketData (GameConnection * conn, BitStream *stream);
|
|
U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
|
|
void unpackUpdate(NetConnection *conn, BitStream *stream);
|
|
|
|
void updateLiftoffDust( F32 dt );
|
|
void updateDamageSmoke( F32 dt );
|
|
|
|
void updateWorkingCollisionSet(const U32 mask);
|
|
virtual U32 getCollisionMask();
|
|
|
|
void updateFroth( F32 dt );
|
|
bool collidingWithWater( Point3F &waterHeight );
|
|
|
|
/// ObjectRenderInst delegate hooked up in prepBatchRender
|
|
/// if GameBase::gShowBoundingBox is true.
|
|
void _renderMassAndContacts( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
|
|
|
|
/// ObjectRenderInst delegate hooked up in prepBatchRender
|
|
/// if GameBase::gShowBoundingBox is true.
|
|
void _renderMuzzleVector( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
|
|
|
|
public:
|
|
// Test code...
|
|
static ClippedPolyList* sPolyList;
|
|
static S32 sVehicleCount;
|
|
|
|
//
|
|
Vehicle();
|
|
static void consoleInit();
|
|
static void initPersistFields();
|
|
void processTick(const Move *move);
|
|
bool onAdd();
|
|
void onRemove();
|
|
|
|
/// Interpolates between move ticks @see processTick
|
|
/// @param dt Change in time between the last call and this call to the function
|
|
void interpolateTick(F32 dt);
|
|
void advanceTime(F32 dt);
|
|
|
|
/// Disables collisions for this vehicle and all mounted objects
|
|
void disableCollision();
|
|
|
|
/// Enables collisions for this vehicle and all mounted objects
|
|
void enableCollision();
|
|
|
|
/// Returns the velocity of the vehicle
|
|
Point3F getVelocity() const;
|
|
|
|
void setEnergyLevel(F32 energy);
|
|
|
|
void prepBatchRender( SceneRenderState *state, S32 mountedImageIndex );
|
|
|
|
///@name Rigid body methods
|
|
///@{
|
|
|
|
/// This method will get the velocity of the object, taking into account
|
|
/// angular velocity.
|
|
/// @param r Point on the object you want the velocity of, relative to Center of Mass
|
|
/// @param vel Velocity (out)
|
|
void getVelocity(const Point3F& r, Point3F* vel);
|
|
|
|
/// Applies an impulse force
|
|
/// @param r Point on the object to apply impulse to, r is relative to Center of Mass
|
|
/// @param impulse Impulse vector to apply.
|
|
void applyImpulse(const Point3F &r, const Point3F &impulse);
|
|
|
|
void getCameraParameters(F32 *min, F32* max, Point3F* offset, MatrixF* rot);
|
|
void getCameraTransform(F32* pos, MatrixF* mat);
|
|
///@}
|
|
|
|
/// @name Mounted objects
|
|
/// @{
|
|
virtual void mountObject( SceneObject *obj, S32 node, const MatrixF &xfm = MatrixF::Identity );
|
|
/// @}
|
|
|
|
DECLARE_CONOBJECT(Vehicle);
|
|
};
|
|
|
|
|
|
#endif
|