quake4-sdk/source/game/vehicle/VehicleAnimated.cpp

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2007-06-15 00:00:00 +00:00
// Vehicle.cpp
//
// Copyright 2002-2004 Raven Software
//----------------------------------------------------------------
#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
#include "VehicleAnimated.h"
CLASS_DECLARATION( rvVehicle, rvVehicleAnimated )
END_CLASS
rvVehicleAnimated::rvVehicleAnimated ( void ) {
}
rvVehicleAnimated::~rvVehicleAnimated ( void ) {
SetPhysics( NULL );
}
/*
================
rvVehicleAnimated::Spawn
================
*/
void rvVehicleAnimated::Spawn( void ) {
turnRate = spawnArgs.GetFloat ( "turnRate", "90" );
viewAngles = GetPhysics()->GetAxis ( ).ToAngles ( );
viewAxis = viewAngles.ToMat3();
// Initialize the physics object
physicsObj.SetSelf( this );
physicsObj.SetClipModel( new idClipModel( GetPhysics()->GetClipModel() ), 1.0f );
physicsObj.SetContents( CONTENTS_BODY );
physicsObj.SetClipMask( MASK_PLAYERSOLID|CONTENTS_VEHICLECLIP );
physicsObj.SetMaxStepHeight( spawnArgs.GetFloat ( "stepheight", "14" ) );
// Start just a tad above the floor
physicsObj.SetOrigin( GetPhysics()->GetOrigin() + idVec3( 0, 0, CM_CLIP_EPSILON ) );
physicsObj.SetMass( spawnArgs.GetFloat( "mass", "100" ) );
physicsObj.SetDelta( vec3_origin );
// Gravity
idVec3 gravity = spawnArgs.GetVector( "gravityDir", "0 0 -1" );
gravity *= g_gravity.GetFloat ( );
physicsObj.SetGravity( gravity );
SetPhysics( &physicsObj );
animator.RemoveOriginOffset( true );
additionalDelta.Zero();
BecomeActive( TH_THINK );
}
/*
================
rvVehicleAnimated::ClientPredictionThink
================
*/
void rvVehicleAnimated::ClientPredictionThink ( void ) {
Think();
}
/*
================
rvVehicleAnimated::Think
================
*/
void rvVehicleAnimated::Think ( void ) {
rvVehicle::Think();
float rate = 0.0f;
usercmd_t& cmd = positions[0].mInputCmd;
idVec3 delta;
if( positions[0].IsOccupied() && !IsFrozen() && IsMovementEnabled() ) {
if (( g_vehicleMode.GetInteger() == 0 && !( cmd.buttons & BUTTON_STRAFE )) || // If we're in the old driving mode and we aren't strafing or...
( g_vehicleMode.GetInteger() != 0 && ( cmd.buttons & BUTTON_STRAFE ))) // If we're in the new driving mode and we are strafing
{
rate = SignZero(cmd.forwardmove) * turnRate;
rate *= idMath::MidPointLerp( 0.0f, 0.9f, 1.0f, idMath::Fabs(cmd.rightmove) / 127.0f );
viewAngles.yaw += Sign(cmd.rightmove) * rate * MS2SEC(gameLocal.GetMSec());
}
}
viewAngles.Normalize360();
animator.GetDelta( gameLocal.time - gameLocal.GetMSec(), gameLocal.time, delta );
delta += additionalDelta;
idStr alignmentJoint;
if ( g_vehicleMode.GetInteger() != 0 && spawnArgs.GetString( "alignment_joint", 0, alignmentJoint ) ) {
idVec3 offset;
idMat3 axis;
GetJointWorldTransform( animator.GetJointHandle( alignmentJoint ), gameLocal.time, offset, axis );
delta *= axis;
} else {
viewAxis = viewAngles.ToMat3() * physicsObj.GetGravityAxis();
delta *= viewAxis;
}
physicsObj.SetDelta( delta );
additionalDelta.Zero();
}
/*
================
rvVehicleAnimated::GetAxis
================
*/
const idMat3& rvVehicleAnimated::GetAxis( int id ) const {
return viewAxis;
}
/*
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rvVehicleAnimated::WriteToSnapshot
================
*/
void rvVehicleAnimated::WriteToSnapshot( idBitMsgDelta &msg ) const {
rvVehicle::WriteToSnapshot ( msg );
physicsObj.WriteToSnapshot( msg );
msg.WriteFloat( viewAngles[0] );
msg.WriteFloat( viewAngles[1] );
msg.WriteFloat( viewAngles[2] );
}
/*
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rvVehicleAnimated::ReadFromSnapshot
================
*/
void rvVehicleAnimated::ReadFromSnapshot( const idBitMsgDelta &msg ) {
rvVehicle::ReadFromSnapshot ( msg );
physicsObj.ReadFromSnapshot( msg );
viewAngles[0] = msg.ReadFloat( );
viewAngles[1] = msg.ReadFloat( );
viewAngles[2] = msg.ReadFloat( );
}
/*
================
rvVehicleAnimated::Save
================
*/
void rvVehicleAnimated::Save ( idSaveGame *savefile ) const {
savefile->WriteVec3( storedPosition );
savefile->WriteStaticObject ( physicsObj );
savefile->WriteAngles ( viewAngles );
savefile->WriteFloat ( turnRate );
// why are we writing out the viewAxis here???
savefile->WriteMat3 ( viewAxis );
// TEMP
animator.Save( savefile );
}
/*
================
rvVehicleAnimated::Restore
================
*/
void rvVehicleAnimated::Restore ( idRestoreGame *savefile ) {
savefile->ReadVec3( storedPosition );
physicsObj.SetSelf( this );
physicsObj.SetClipModel( new idClipModel( GetPhysics()->GetClipModel() ), 1.0f );
savefile->ReadStaticObject ( physicsObj );
RestorePhysics ( &physicsObj );
physicsObj.EnableClip();
savefile->ReadAngles ( viewAngles );
savefile->ReadFloat ( turnRate );
savefile->ReadMat3 ( viewAxis );
// TEMP - restore animator, because it was cleared when loading the AF
animator.Restore( savefile );
animator.GetJoints( &renderEntity.numJoints, &renderEntity.joints );
animator.GetBounds( gameLocal.time, renderEntity.bounds );
// TEMP
additionalDelta.Zero();
}
/*
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rvVehicleAnimated::GetPhysicsToVisualTransform
================
*/
bool rvVehicleAnimated::GetPhysicsToVisualTransform ( idVec3 &origin, idMat3 &axis ) {
origin = modelOffset;
axis = viewAxis;
return true;
}
/*
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rvVehicleAnimated::RunPrePhysics
================
*/
void rvVehicleAnimated::RunPrePhysics ( void ) {
storedPosition = physicsObj.GetOrigin();
}
/*
================
rvVehicleAnimated::RunPostPhysics
================
*/
void rvVehicleAnimated::RunPostPhysics ( void ) {
if ( autoCorrectionBegin + 3000 > static_cast<unsigned>( gameLocal.time )) {
autoCorrectionBegin = 0;
idVec3 delta;
idVec3 actualDelta = physicsObj.GetOrigin() - storedPosition;
animator.GetDelta( gameLocal.time - gameLocal.GetMSec(), gameLocal.time, delta );
if ( !autoCorrectionBegin && delta.LengthSqr() * 0.2f > actualDelta.LengthSqr() ) {
autoCorrectionBegin = gameLocal.time;
}
}
}