q3rally/engine/code/game/bg_wheel_forces.c

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2011-02-18 14:31:32 +00:00
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
2021-03-24 20:13:01 +00:00
Copyright (C) 2002-2021 Q3Rally Team (Per Thormann - q3rally@gmail.com)
2011-02-18 14:31:32 +00:00
This file is part of q3rally source code.
q3rally source code 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 2 of the License,
or (at your option) any later version.
q3rally source code 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 q3rally; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "../qcommon/q_shared.h"
#ifdef GAME
#include "g_local.h"
#else
//#include "../cgame/cg_local.h"
#endif
#include "bg_public.h"
#include "bg_local.h"
static float CP_TORQUE_SLOPE = (float)(CP_RPM_HP_PEAK * M_PI * CP_TORQUE_PEAK - 16500 * CP_HP_PEAK) / (float)(CP_RPM_HP_PEAK * M_PI * (CP_RPM_HP_PEAK*CP_RPM_HP_PEAK - 2 * CP_RPM_HP_PEAK * CP_RPM_TORQUE_PEAK + CP_RPM_TORQUE_PEAK*CP_RPM_TORQUE_PEAK));
static float CP_GEAR_RATIOS[] = {CP_GEAR1, CP_GEAR2, CP_GEAR3, CP_GEAR4, CP_GEAR5};
#if 0
/*
===================
PM_RPMtoWheelSpeed
===================
*/
static float PM_RPMtoWheelSpeed( car_t *car ){
float ratio;
if (car->gear < 0)
ratio = CP_GEARR;
else if (car->gear == 0)
ratio = CP_GEARN;
else
ratio = CP_GEAR_RATIOS[car->gear-1];
// return (-(car->rpm-CP_RPM_MIN) * M_PI / 30) / (ratio * CP_AXLEGEAR);
return (-(car->rpm) * M_PI / 30) / (ratio * CP_AXLEGEAR);
}
#endif
/*
===================
PM_WheelSpeedtoRPM
===================
*/
static float PM_WheelSpeedtoRPM( car_t *car, carPoint_t *points ){
float ratio, w;
int i;
if (car->gear < 0)
ratio = CP_GEARR;
else if (car->gear == 0)
ratio = CP_GEARN;
else
ratio = CP_GEAR_RATIOS[car->gear-1];
w = 0;
if (car->gear >= 0){
for (i = 0; i < FIRST_FRAME_POINT; i++){
w = min(w, points[i].w);
}
}
else {
for (i = 0; i < FIRST_FRAME_POINT; i++){
w = max(w, points[i].w);
}
}
// return (-w / M_PI * 30) * (ratio * CP_AXLEGEAR) + CP_RPM_MIN;
return (-w / M_PI * 30) * (ratio * CP_AXLEGEAR);
}
/*
================================================================================
PM_UpdateRPM
================================================================================
*/
static void PM_UpdateRPM(car_t *car, carPoint_t *points){
float rpmTemp;
float shiftDownRPM, shiftUpRPM;
shiftDownRPM = CP_RPM_MIN + (CP_RPM_MAX - CP_RPM_MIN) * (0.4f + 0.2f * car->throttle);
shiftUpRPM = CP_RPM_MIN + (CP_RPM_MAX - CP_RPM_MIN) * (0.8f + 0.2f * car->throttle);
// Com_Printf("shiftDownRPM: %f shiftUpRPM: %f\n", shiftDownRPM, shiftUpRPM);
if ( shiftUpRPM > CP_RPM_MAX )
shiftUpRPM = CP_RPM_MAX;
if (car->gear > 0){
rpmTemp = PM_WheelSpeedtoRPM(car, points);
// Com_Printf("1 Gear: %i RPM temp: %f\n", car->gear, rpmTemp);
while ( rpmTemp < shiftDownRPM ){
if (car->gear > 1)
car->gear--;
else if ( rpmTemp < CP_RPM_MIN ){
rpmTemp = CP_RPM_MIN;
break;
}
else
break;
rpmTemp = PM_WheelSpeedtoRPM(car, points);
if (rpmTemp > CP_RPM_MAX)
rpmTemp = CP_RPM_MAX;
}
// Com_Printf("2 Gear: %i RPM temp: %f\n", car->gear, rpmTemp);
while ( rpmTemp > shiftUpRPM ){
if ( !points[2].onGround || !points[3].onGround || points[2].slipping || points[3].slipping ){
if ( rpmTemp > CP_RPM_MAX ){
rpmTemp = CP_RPM_MAX;
break;
}
else if ( rpmTemp > shiftUpRPM )
break;
}
if (car->gear < 5){
if ( points[2].onGround && points[3].onGround && !points[2].slipping && !points[3].slipping )
car->gear++;
}
else if ( rpmTemp > CP_RPM_MAX ){
rpmTemp = CP_RPM_MAX;
break;
}
rpmTemp = PM_WheelSpeedtoRPM(car, points);
if (rpmTemp < CP_RPM_MIN)
rpmTemp = CP_RPM_MIN;
}
car->rpm = rpmTemp;
}
else if (car->gear == 0){
car->rpm = CP_RPM_MIN;
}
else {
rpmTemp = PM_WheelSpeedtoRPM(car, points);
if (rpmTemp < CP_RPM_MIN)
rpmTemp = CP_RPM_MIN;
if (rpmTemp > CP_RPM_MAX)
rpmTemp = CP_RPM_MAX;
car->rpm = rpmTemp;
}
}
/*
================================================================================
PM_AirFrictionForces
================================================================================
*/
static void PM_AirFrictionForces( car_t *car, carBody_t *body, carPoint_t *points, float sec ){
vec3_t dir, force;
float v, friction, area;
int i;
area = fabs((float)(CAR_HEIGHT * CAR_WIDTH) / (float)(CP_M_2_QU*CP_M_2_QU));
// dont do air friction on tires
for (i = FIRST_FRAME_POINT; i < NUM_CAR_POINTS; i++){
v = VectorNormalize2(points[i].v, dir);
if (fabs(v) < 0.01f) continue;
v /= CP_M_2_QU; // m / s
friction = -0.5 * pm->car_air_cof * area * points[i].fluidDensity * v * v / (float)(NUM_CAR_POINTS);
friction *= CP_M_2_QU; // to qforce
// friction = 0;
// Com_Printf("air friction: %0.3f\n", friction);
// FIXME: fix it so that it doesnt apply too much force and send the car into space
// try this
/*
if (fabs(friction * NUM_CAR_POINTS / body->mass * sec) > VectorLength(points[i].v)){
Com_Printf("PM_AirFrictionForces: too much force\n");
friction = -VectorLength(points[i].v) / sec * body->mass / (float)NUM_CAR_POINTS;
}
*/
VectorScale(dir, friction, force);
// add down force
VectorMA(force, -fabs(pm->car_air_frac_to_df * DotProduct(force, body->forward)), body->up, force);
// Com_Printf("down force: %0.3f\n", -fabs(CP_FRAC_TO_DF * DotProduct(force, body->forward)) / 4.0f);
VectorAdd(points[i].forces[AIR_FRICTION], force, points[i].forces[AIR_FRICTION]);
}
}
/*
================================================================================
PM_GroundFrictionForces
================================================================================
*/
static void PM_GroundFrictionForces( car_t *car, carPoint_t *points, int i, vec3_t forward, vec3_t right, vec3_t up, float sec ){
//float friction, dot;
float normalForce, sideForce;
vec3_t accel, targetV, force;
float skid, slipangle, forwardForce;
//float v, angle, n2, v2;
normalForce = VectorLength(points[i].forces[NORMAL]);
if( normalForce < 0.01f )
return;
// we want the accel vector parallel to the ground
VectorScale(forward, points[i].w * WHEEL_RADIUS, targetV);
VectorAdd(targetV, points[i+4].v, accel);
VectorInverse(accel);
VectorMA(accel, -DotProduct(accel, up), up, accel);
// Com_Printf("Accel: %f\n", DotProduct(accel, forward));
// FIXME: check if this equation is right
// noSlipForce = ((2.0 / 3.0) * points[i].mass * DotProduct(accel, forward) / sec) - (points[i].netMoment / (3.0 * WHEEL_RADIUS));
// noSlipForce = (((1.0 / 3.0) * (points[i].mass) * DotProduct(accel, forward) / sec) - ((2.0 / 3.0) * points[i].netMoment / WHEEL_RADIUS));
// forces required to keep up with the acceleration
forwardForce = (1.0f / 10.0f) * points[i].mass * DotProduct(accel, forward) / sec;
sideForce = (1.0f / 10.0f) * points[i].mass * DotProduct(accel, right) / sec;
/*
friction = normalForce * (!points[i].slipping ? points[i].scof : points[i].kcof);
if (pm->ps->powerups[PW_TURBO] > 0)
friction *= 2.0f;
sideForce = (points[i].mass + points[i+4].mass) * DotProduct(accel, right) / (sec * 4);
VectorNormalize2(accel, force);
VectorScale(force, friction, force);
dot = DotProduct(force, forward);
if ((dot < 0 && noSlipForce >= dot) || (dot > 0 && noSlipForce <= dot)){
// Com_Printf("static friction, noSlipForce %f\n", noSlipForce);
// Com_Printf("netForce forward %f\n", DotProduct(points[i].netForce, forward));
// Com_Printf("accel forward %f\n", DotProduct(accel, forward));
VectorMA(force, noSlipForce - dot, forward, force);
// Com_Printf("force forward %f\n", DotProduct(force, forward));
points[i].slipping = qfalse;
}
else if ((dot < 0 && noSlipForce < dot * 10.0f) || (dot > 0 && noSlipForce > dot * 10.0f)){
points[i].slipping = 2;
}
else{
points[i].slipping = qtrue;
}
// add extra side friction because the car slips too much
if (sideForce > normalForce * points[i].scof)
sideForce = normalForce * points[i].scof; // * 0.9f
if (sideForce < -normalForce * points[i].scof)
sideForce = -normalForce * points[i].scof; // * 0.9f
dot = DotProduct(force, right);
VectorMA(force, sideForce - dot, right, force);
*/
// test my new physics book
points[i].slipping = qfalse;
VectorClear(force);
// cornering forces
slipangle = 100 * sideForce / (8.0f * normalForce * points[i].scof); // tire slip at about 20% skid
if (fabs(slipangle) >= 30.0f)
points[i].slipping = qtrue;
else
sideForce = 1.3f * points[i].scof * 0.97f * normalForce * sin(1.50*atan2(.276208*slipangle-.132*atan2(.244*slipangle, 1), 1));
// accel forces
skid = 100 * forwardForce / (5.0f * normalForce * points[i].scof); // tire slip at about 20% skid
if (fabs(skid) >= 30.0f || points[i].slipping)
points[i].slipping = qtrue;
else
forwardForce = points[i].scof * 1.1f * normalForce * sin(1.55*atan2(.101104*skid+.432*atan2(.178*skid, 1), 1));
if (points[i].slipping)
{
VectorNormalize(accel);
VectorMA(force, points[i].kcof * normalForce, accel, force);
}
else
{
// accel force
VectorMA(force, forwardForce, forward, force);
// cornering force
// dot = DotProduct(force, right);
VectorMA(force, sideForce, right, force);
}
points[i].netMoment += (DotProduct(force, forward) * WHEEL_RADIUS);
VectorAdd(points[i].forces[ROAD], force, points[i].forces[ROAD]);
// static friction
/*
if (!points[i].slipping){
vec3_t down = {0, 0, -1};
vec3_t normal;
dot = DotProduct(points[i].normals[0], down);
if (dot != -1){
Com_Printf("Applying static friction\n");
VectorMA(points[i].normals[0], -dot, down, normal);
VectorNormalize(normal); // gives vector in the direction of sliding
dot = DotProduct(normal, accel);
}
}
*/
}
/*
================================================================================
PM_TireFrictionForces
================================================================================
*/
static void PM_TireFrictionForces( car_t *car, carPoint_t *points, int i, vec3_t forward, float sec ){
float torque;
if (fabs(points[i].w) <= 0.001f)
return;
torque = -points[i].w * CP_ENGINE_TIRE_COF;
points[i].netMoment += torque;
/*
Com_Printf("PM_TireFrictionForces: torque1 %.3f\n", torque);
torque = 0;
if (car->throttle < 0.01f)
torque = (car->rpm - 1000) * 5;
if (points[i].w > 0.0f)
torque *= -1.0f;
Com_Printf("PM_TireFrictionForces: torque2 %.3f\n", torque);
points[i].netMoment += torque;
*/
}
/*
FPtoT = 1.355; // Foot-Pounds to Newton*Meter
// 1 Hp = 0.74667 kW
// Horsepower = torque * revs/minute * minute/60 s * 2*pi * 1/550
// Horsepower = torque * revs/minute * 1/5252
// Tout = Tin * Rout / Rin
// RPMout = RPMin * Cin / Cout = RPMin * Rin / Rout
// Rout/Rin = gear ratio
// MPH = Engine RPM / Ratio * Diameter * pi * 5 / 5280
// Engine RPM = MPH * Ratio / Diameter / pi / 5 * 5280
// where Ratio is the gear reduction, Diameter is the tire diameter in inches.
// power needed to overcome resistances in (kW)
// pN = v^3 * Cd * A / 76716 + roll resistance
*/
/*
================================================================================
PM_TireEngineForces
================================================================================
*/
static void PM_TireEngineForces( car_t *car, carPoint_t *points, int i, vec3_t forward ){
float torque, ratio, relrpm, friction;
// float power;
// float normalForce;
if (car->throttle < 0.00f)
return;
if (VectorLength(forward) == 0.0f){
if (pm->pDebug)
Com_Printf("PM_TireEngineForces: invalid forward vector\n");
return;
}
if (car->rpm >= CP_RPM_MAX){
// just add enough torque to stay at constant speed
return;
// points[i].w = PM_RPMtoWheelSpeed(car);
// points[i].netMoment += torque;
}
relrpm = (car->rpm - CP_RPM_TORQUE_PEAK);
torque = car->throttle * ((-1.0f * CP_TORQUE_SLOPE * relrpm * relrpm) + CP_TORQUE_PEAK); // ft.lb
// power = torque * car->rpm / (30 * 550 / M_PI); // hp
if (car->gear < 0)
ratio = CP_GEARR;
else if (car->gear == 0)
ratio = CP_GEARN;
else
ratio = CP_GEAR_RATIOS[car->gear-1];
friction = 0;
if (fabs(car->throttle < 0.01f) && car->gear)
friction = (CP_M_2_QU * CP_M_2_QU * (car->rpm - CP_RPM_MIN) / 10.0f / ratio);// frictional torque
ratio *= CP_AXLEGEAR;
torque *= 1.355818f; // Nm = kg*m^2/s^2
torque *= -ratio;
if (i < 2)
torque *= CP_M_2_QU * CP_M_2_QU / 6.0f; // qu
else
torque *= CP_M_2_QU * CP_M_2_QU / 3.0f; // qu
torque += friction;
if (pm->ps->powerups[PW_TURBO] > 0){
torque *= 4.5f;
// car->sPoints[0].scof *= 2.0f; // need to be able to set this back to normal
// car->sPoints[0].kcof *= 2.0f;
}
points[i].netMoment += torque;
}
/*
================================================================================
PM_TireBrakingForces
================================================================================
*/
static void PM_TireBrakingForces( car_t *car, carPoint_t *points, int i, vec3_t forward, float throttle ){
float torque;
float normalForce;
if (throttle >= -0.01f)
return;
if (VectorLength(forward) == 0.0f){
if (pm->pDebug)
Com_Printf("PM_TireBrakingForces: invalid forward vector\n");
return;
}
normalForce = CP_CURRENT_GRAVITY * (CP_FRAME_MASS + CP_WHEEL_MASS);
torque = throttle * normalForce * CP_SCOF * 0.6f * WHEEL_RADIUS;
if (points[i].w < 0.0f)
torque *= -1;
if (fabs(points[i].w) < 6.0f)
torque *= fabs(points[i].w) / 6.0f;
points[i].netMoment += torque;
}
/*
================================================================================
PM_AddRoadForces
================================================================================
*/
void PM_AddRoadForces(car_t *car, carBody_t *body, carPoint_t *points, float sec){
vec3_t temp;
vec3_t forward, right, up;
float v, targetAngle;
int i;
v = DotProduct(body->v, body->forward);
if (pm->ps->stats[STAT_HEALTH] > 0){
car->throttle = pm->cmd.forwardmove / 127.0F;
if (!pm->manualShift){
if (car->gear < 0)
car->throttle *= -1.0f;
if (car->throttle < 0){
if (car->gear > 0 && v < 40.0f){
car->gear = -1;
car->throttle *= -1.0f;
}
else if (car->gear < 0 && v > -40.0f){
car->gear = 1;
car->throttle *= -1.0f;
}
}
}
if (pm->controlMode == CT_MOUSE){
car->wheelAngle = WheelAngle(pm->ps->viewangles[YAW], pm->ps->damageAngles[YAW]);
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if (v < 0.5f && v > -0.5f)
car->wheelAngle = 0.0;
else if ( car->gear < 0 )
car->wheelAngle *= -1.0;
/*
if (v < 0.5f && v > -0.5f)
car->wheelAngle = 0.0;
else if (v < -0.5f)
car->wheelAngle *= -1.0;
*/
}
else {
targetAngle = pm->cmd.rightmove / 127.0F * 30.0f;
if( car->wheelAngle > 0 && targetAngle < car->wheelAngle )
{
if ( fabs(car->wheelAngle - targetAngle) < fabs(90.0f * sec) )
car->wheelAngle = targetAngle;
else
car->wheelAngle -= 90.0f * sec;
}
else if ( car->wheelAngle < 0 && targetAngle > car->wheelAngle )
{
if ( fabs(car->wheelAngle - targetAngle) < fabs(90.0f * sec) )
car->wheelAngle = targetAngle;
else
car->wheelAngle += 90.0f * sec;
}
else if (car->wheelAngle != targetAngle){
if (fabs(car->wheelAngle - targetAngle) < fabs(75.0f * sec / (1 + fabs(v) / 800.0f)))
car->wheelAngle = targetAngle;
else if (car->wheelAngle > targetAngle)
car->wheelAngle -= 75.0f * sec / (1 + fabs(v) / 800.0f);
else if (car->wheelAngle < targetAngle)
car->wheelAngle += 75.0f * sec / (1 + fabs(v) / 800.0f);
}
if (car->wheelAngle > 20.0f)
car->wheelAngle = 20.0f;
if (car->wheelAngle < -20.0f)
car->wheelAngle = -20.0f;
pm->ps->damageAngles[PITCH] = 0.0f;
pm->ps->damageAngles[YAW] = car->wheelAngle;
pm->ps->damagePitch = ANGLE2BYTE(pm->ps->damageAngles[PITCH]);
pm->ps->damageYaw = ANGLE2BYTE(pm->ps->damageAngles[YAW]);
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}
}
else {
car->throttle = 0.0f;
}
// used for drawing car clientside
if (car->gear < 0)
pm->ps->extra_eFlags |= CF_REVERSE;
else
pm->ps->extra_eFlags &= ~CF_REVERSE;
if (car->throttle < 0)
pm->ps->extra_eFlags |= CF_BRAKE;
else
pm->ps->extra_eFlags &= ~CF_BRAKE;
PM_UpdateRPM(car, points);
PM_AirFrictionForces(car, body, points, sec);
// front tires
for (i = FIRST_FW_POINT; i < LAST_FW_POINT; i++)
{
// calculate net forces
PM_CalculateNetForce(&points[i], i);
if ( points[i].onGround )
{
VectorCopy(points[i].normals[0], up);
// sometimes up is a zero vector when it shouldnt be so just
// assume its not supposed to be
if( up[0] == 0.0f && up[1] == 0.0f && up[2] == 0.0f )
up[2] = 1.0f;
CrossProduct(body->forward, up, temp);
}
else {
VectorCopy(body->up, up);
VectorCopy(body->right, temp);
}
RotatePointAroundVector(right, up, temp, -car->wheelAngle);
VectorNormalize(right);
CrossProduct(up, right, forward);
PM_TireEngineForces(car, points, i, forward);
PM_TireBrakingForces(car, points, i, forward, car->throttle);
PM_TireFrictionForces(car, points, i, forward, sec);
if (!points[i].onGround) continue;
PM_GroundFrictionForces(car, points, i, forward, right, up, sec);
}
for (i = FIRST_RW_POINT; i < LAST_RW_POINT; i++)
{
// calculate net forces
PM_CalculateNetForce(&points[i], i);
if (points[i].onGround){
VectorCopy(points[i].normals[0], up);
CrossProduct(body->forward, up, right);
CrossProduct(up, right, forward);
}
else {
VectorCopy(body->forward, forward);
VectorCopy(body->right, right);
VectorCopy(body->up, up);
}
PM_TireEngineForces(car, points, i, forward);
PM_TireBrakingForces(car, points, i, forward, car->throttle);
PM_TireFrictionForces(car, points, i, forward, sec);
if (!points[i].onGround) continue;
if (pm->cmd.buttons & BUTTON_HANDBRAKE){
points[i].w = 0;
points[i].netMoment = 0;
}
PM_GroundFrictionForces(car, points, i, forward, right, up, sec);
}
// calculate net forces
for (i = 0; i < FIRST_FRAME_POINT; i++){
PM_CalculateNetForce(&points[i], i);
}
}