687 lines
No EOL
18 KiB
C
687 lines
No EOL
18 KiB
C
//======================================================================
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// Vehicle Physics/Simulation
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#include "g_local.h"
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#include "veh_defs.h"
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/*
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Veh_ProcessFrame
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Handles everything from input acceleration/braking, through world physics and dynamics.
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*/
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void Veh_ProcessFrame( edict_t *ent, usercmd_t *ucmd, pmove_t *pm )
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{
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vehicle_t *vehicle;
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// find the vehicle structure
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if (ent->vehicle_index)
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{
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vehicle = &global_vehicles[ent->vehicle_index - 1];
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}
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else // need to assign them one
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{
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int i;
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for (i=0; i< MAX_VEHICLES; i++)
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{
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if (!global_vehicles[i].driver)
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{
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vehicle = &global_vehicles[i];
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ent->vehicle_index = i + 1;
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vehicle->driver = ent;
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// this will eventually be setup inside the map, but for now just do it here
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vehicle->def = &vehicle_defines[0];
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Veh_InitVehicle( vehicle );
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}
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}
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}
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VectorCopy( vehicle->origin, vehicle->oldorigin );
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VectorCopy( vehicle->angles, vehicle->oldangles );
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// Process the controls
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Veh_ProcessControls( vehicle, ucmd );
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// Set steering avelocity
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Veh_SetSteeringAngleVelocity( vehicle );
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// Do Angular Velocities
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Veh_PerformAngleVelocity( vehicle, 0.001 * ((float)ucmd->msec), pm );
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// Move the vehicle according to it's velocity
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Veh_PerformMove( vehicle, pm );
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// Examine movement, adjusting velocity accordingly
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// Set the position of the owner to the middle of the front and rear positions, with angles:
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// PITCH: according to front/rear positions
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// ROLL: use interpolated roll angles from downward traces at each wheel(??)
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// Show the vehicle
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Veh_PositionModels( vehicle );
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}
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/*
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==================
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Veh_InitVehicle
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Initializes a vehicle ready for placing into the game
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==================
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*/
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void Veh_InitVehicle ( vehicle_t *vehicle )
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{
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vehicle->front_traction = 1.0;
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vehicle->rear_traction = 1.0;
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vehicle->front_weight_ratio = 0.5;
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vehicle->front_onground = true;
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vehicle->rear_onground = true;
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VectorClear( vehicle->velocity );
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VectorClear( vehicle->avelocity );
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VectorCopy( vehicle->driver->s.origin, vehicle->origin );
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VectorCopy( vehicle->driver->s.angles, vehicle->angles );
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vehicle->gear = 1; // neutral
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vehicle->rpm = 0;
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vehicle->throttle = 0;
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vehicle->steer_yaw = 0;
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vehicle->fl = G_Spawn();
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vehicle->fl->s.modelindex = gi.modelindex( vehicle->def->wheel_model );
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vehicle->fr = G_Spawn();
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vehicle->fr->s.modelindex = gi.modelindex( vehicle->def->wheel_model );
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vehicle->rl = G_Spawn();
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vehicle->rl->s.modelindex = gi.modelindex( vehicle->def->wheel_model );
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vehicle->rr = G_Spawn();
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vehicle->rr->s.modelindex = gi.modelindex( vehicle->def->wheel_model );
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}
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/*
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=====================
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Veh_ProcessControls
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Process all inputs and adjust velocities and traction levels
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=====================
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*/
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void Veh_ProcessControls ( vehicle_t *vehicle, usercmd_t *ucmd )
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{
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#define THROTTLE_ACCELERATION 20000.0 // increase this amount per second
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#define THROTTLE_DECCELERATION 20000.0
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#define STEERING_ACCELERATION 75.0
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float throttle_add, throttle_ideal, throttle_max, throttle_rate;
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float steering_ideal, steering_add, steering_max, steer_rate;
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vec3_t forward, unit_vel;
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float frametime;
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float current_speed;
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float new_rpm;
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float wheel_torque, max_wheel_torque;
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float ideal_speed, rear_speed;
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float accel_force = 0; // force applied by ground
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float accel_speed = 0; // transferred velocity increase to vehicle
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AngleVectors( vehicle->angles, forward, NULL, NULL );
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if (vehicle->velocity[0] || vehicle->velocity[1] || vehicle->velocity[2])
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{
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current_speed = VectorNormalize2( vehicle->velocity, unit_vel );
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}
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else
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{
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VectorCopy( forward, unit_vel );
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current_speed = 0;
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}
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frametime = (0.001 * ucmd->msec);
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// adjust throttle
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throttle_ideal = ((float)(ucmd->forwardmove) / 400.0) * (THROTTLE_MAX - IDLE_THROTTLE) + IDLE_THROTTLE;
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if (throttle_ideal < 0)
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throttle_ideal = 0; // TODO: this would be brakes
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throttle_add = throttle_ideal - vehicle->throttle;
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if ((throttle_add < 0) && (ucmd->forwardmove >= 0) && (vehicle->gear == 1))
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throttle_rate = THROTTLE_DECCELERATION;
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else
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throttle_rate = THROTTLE_ACCELERATION;
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if (fabs( throttle_add ) > (throttle_max = (throttle_rate * frametime) ) )
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{
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if (throttle_add < 0)
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throttle_add = -throttle_max;
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else
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throttle_add = throttle_max;
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}
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vehicle->throttle = vehicle->throttle + throttle_add;
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Veh_Debug( "Thr=%4i ", (int)vehicle->throttle );
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// adjust steering
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steering_ideal = -((float)(ucmd->sidemove) / 400.0) * vehicle->def->max_steer * (0.5 + 0.5 * ((VEH_MAX_SPEED - current_speed) / VEH_MAX_SPEED));
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// turn faster if changing directions
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steer_rate = STEERING_ACCELERATION;
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if (steering_ideal == 0)
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steer_rate *= 2;
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if (steering_ideal < 0)
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{
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if (vehicle->steer_yaw > 0)
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steer_rate *= 2;
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}
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else
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{
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if (vehicle->steer_yaw < 0)
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steer_rate *= 2;
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}
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steering_add = steering_ideal - vehicle->steer_yaw;
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if (fabs( steering_add ) > (steering_max = (steer_rate * frametime) ) )
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{
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if (steering_add < 0)
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steering_add = -steering_max;
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else
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steering_add = steering_max;
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}
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vehicle->steer_yaw += steering_add;
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Veh_Debug( "Str=%2i ", (int)vehicle->steer_yaw );
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Veh_Debug( "G=%s ", vehicle->def->gearbox->gears[vehicle->gear].name );
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// Do engine acceleration
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// if (vehicle->throttle > vehicle->rpm)
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{
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// Get the new engine RPM, which is effected by the current throttle, and drivetrain resistance
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if (vehicle->def->gearbox->gears[vehicle->gear].ratio) // current gear isn't neutral
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{
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// Get the "force" applied by the acceleration on the drivetrain
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// We use this to determine whether or not the rear wheels will hold traction
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// get the amount of torque applied at the rear wheels
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wheel_torque = Veh_WheelTorqueAtRPM( vehicle, vehicle->throttle - vehicle->rpm );
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Veh_Debug( "Tw=%i ", (int)wheel_torque );
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// get the maximum amount of torque the rear wheels will take
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max_wheel_torque =
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(1.0 - vehicle->front_weight_ratio)
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* (vehicle->def->weight * KG_TO_LBS)
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* ((vehicle->rear_traction + 1.0) / 2.0);
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Veh_Debug( "TwM=%i ", (int)max_wheel_torque );
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// get the speed we should be doing at the new rpm
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ideal_speed = Veh_SpeedAtRPM( vehicle, vehicle->throttle );
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Veh_Debug( "iSpd=%i ", (int)ideal_speed );
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rear_speed = current_speed;
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if (rear_speed > 0)
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// rear_speed *= ((fabs(DotProduct( forward, unit_vel )) + 1.0) / 2.0);
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rear_speed *= DotProduct( forward, unit_vel );
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Veh_Debug( "cSpd=%i ", (int)rear_speed );
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if ( ((ideal_speed > 0) && (ideal_speed > rear_speed))
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|| ((ideal_speed < 0) && (ideal_speed < rear_speed)))
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{
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if (wheel_torque > max_wheel_torque)
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{
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vehicle->rear_traction -= (wheel_torque / max_wheel_torque) * frametime;
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}
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else if (vehicle->rear_traction < 1.0)
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{
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vehicle->rear_traction += ((max_wheel_torque - wheel_torque) / max_wheel_torque) * frametime * 7.0;
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if (vehicle->rear_traction > 1.0)
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vehicle->rear_traction = 1.0;
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}
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// cap min traction (TODO: use current surface as factor of minimum)
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if (vehicle->rear_traction < 0.1) // HACK
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vehicle->rear_traction = 0.1;
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// get the amount of force applied to the vehicle at the new throttle
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accel_force =
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(wheel_torque) * LBS_TO_KG
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* FT_TO_CM * CM_TO_UNITS
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* vehicle->rear_traction
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* 2.0 // HACK, fudge factor
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/ frametime; // convert to force per second
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if (ideal_speed < 0)
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accel_force *= -1;
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}
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else // slowing down
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{
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// if we're going faster than the maximum revs of the engine will take us
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if ( Veh_SpeedAtRPM( vehicle, THROTTLE_MAX ) < rear_speed )
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{
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// lose traction, but still grip
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vehicle->rear_traction -= 2 * frametime; // ???
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// cap min traction (TODO: use current surface as factor of minimum)
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if (vehicle->rear_traction < 0.5) // HACK
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vehicle->rear_traction = 0.5;
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}
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else if (vehicle->rear_traction < 1.0)
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{
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// regain traction
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vehicle->rear_traction += 5 * frametime; // ???
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if (vehicle->rear_traction > 1.0)
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vehicle->rear_traction = 1.0;
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}
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// Decompression braking!
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wheel_torque = Veh_WheelTorqueAtRPM( vehicle, vehicle->rpm );
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accel_force =
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(wheel_torque) * LBS_TO_KG
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* -0.5
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* FT_TO_CM * CM_TO_UNITS
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* vehicle->rear_traction
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/ frametime; // convert to force per second
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}
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Veh_Debug( "Tr=%1.2f ", vehicle->rear_traction );
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Veh_Debug( "Af=%i ", (int)accel_force );
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accel_speed = accel_force / vehicle->def->weight;
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// factor in rolling resistance
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accel_speed -= current_speed * 0.0007656;
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// factor in drag resistance
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accel_speed -= (0.5 * 0.3 * 20 * 0.00025 * ((current_speed*UNITS_TO_CM*CM_TO_FT) * (current_speed*UNITS_TO_CM*CM_TO_FT))) * FT_TO_CM * CM_TO_UNITS
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* 0.05; // Fudge factor
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Veh_Debug( "As=%i ", (int)accel_speed );
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}
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}
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// Calculate the transferred velocity to the vehicle
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VectorMA( vehicle->velocity, accel_speed * frametime, forward, vehicle->velocity );
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current_speed = VectorLength( vehicle->velocity );
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Veh_Debug( "Spd=%i ", (int)current_speed );
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// get the new engine RPM
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if (vehicle->gear != 1)
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{
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rear_speed = current_speed;
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if (rear_speed > 0)
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rear_speed *= ((fabs(DotProduct( forward, unit_vel )) + 1.0) / 2.0);
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new_rpm = Veh_RPMatSpeed( vehicle, rear_speed );
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if (new_rpm > THROTTLE_MAX)
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new_rpm = THROTTLE_MAX;
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if (vehicle->rear_traction >= 1)
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{
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vehicle->rpm = new_rpm;
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if (vehicle->rear_traction > 1.0)
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vehicle->rear_traction = 1.0;
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}
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else // use new_rpm, but adjust for throttle
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{
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vehicle->rpm = new_rpm + (vehicle->throttle - new_rpm) * (1.0 - vehicle->rear_traction);
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}
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}
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else
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{
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vehicle->rpm = vehicle->throttle;
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}
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Veh_Debug( "Erpm=%4.0f ", vehicle->rpm );
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Veh_Debug( "\n" );
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}
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/*
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=================
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Veh_Debug
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=================
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*/
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void Veh_Debug( char *fmt, ...)
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{
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int len;
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va_list argptr;
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char bigbuffer[0x10000];
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va_start (argptr,fmt);
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len = vsprintf (bigbuffer,fmt,argptr);
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va_end (argptr);
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gi.dprintf( bigbuffer );
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}
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/*
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=================
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Veh_SpeedAtRPM
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=================
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*/
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float Veh_SpeedAtRPM( vehicle_t *veh, float rpm )
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{
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float speed;
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speed =
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(rpm)
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* (1.0 / veh->def->gearbox->gears[veh->gear].ratio)
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* (1.0 / veh->def->diff_ratio)
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* (M_PI * veh->def->wheels->radius * 2 * CM_TO_UNITS)
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* MIN_PER_SEC;
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return speed;
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}
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/*
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=================
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Veh_RPMatSpeed
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=================
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*/
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float Veh_RPMatSpeed( vehicle_t *veh, float speed )
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{
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float rpm;
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rpm =
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(speed)
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* (veh->def->gearbox->gears[veh->gear].ratio)
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* (veh->def->diff_ratio)
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* (1.0 / (M_PI * veh->def->wheels->radius * 2 * CM_TO_UNITS))
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* SEC_PER_MIN;
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if (rpm < 0) // reversing
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rpm = -rpm;
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return rpm;
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}
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/*
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=================
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Veh_SpeedAtRPM
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=================
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*/
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float Veh_WheelTorqueAtRPM( vehicle_t *veh, float rpm )
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{
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float torque;
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torque =
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(veh->def->engine_power * 1.5) // translate roughly to foot-pounds of engine torque
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* (rpm / THROTTLE_MAX)
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* (veh->def->gearbox->gears[veh->gear].ratio)
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* (veh->def->gearbox->gears[veh->gear].ratio) // Fudge factor
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* (veh->def->diff_ratio)
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* (1.0 / (veh->def->wheels->radius * CM_TO_FT));
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return torque;
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}
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/*
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=================
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Veh_PerformMove
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=================
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*/
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void Veh_PerformMove( vehicle_t *vehicle, pmove_t *pm )
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{
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int i;
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gclient_t *client;
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edict_t *ent;
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ent = vehicle->driver;
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client = vehicle->driver->client;
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for (i=0 ; i<3 ; i++)
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{
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pm->s.origin[i] = vehicle->origin[i]*8;
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pm->s.velocity[i] = vehicle->velocity[i]*8;
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}
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// perform a pmove
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gi.Pmove (pm);
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// save results of pmove
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client->ps.pmove = pm->s;
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client->old_pmove = pm->s;
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for (i=0 ; i<3 ; i++)
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{
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vehicle->origin[i] = pm->s.origin[i]*0.125;
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vehicle->velocity[i] = pm->s.velocity[i]*0.125;
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}
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// VectorCopy (pm->mins, ent->mins);
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// VectorCopy (pm->maxs, ent->maxs);
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// client->resp.cmd_angles[0] = SHORT2ANGLE(ucmd->angles[0]);
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// client->resp.cmd_angles[1] = SHORT2ANGLE(ucmd->angles[1]);
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// client->resp.cmd_angles[2] = SHORT2ANGLE(ucmd->angles[2]);
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VectorCopy( vehicle->angles, client->ps.viewangles );
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VectorCopy( vehicle->angles, client->v_angle );
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client->ps.pmove.pm_type = PM_FREEZE;
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ent->viewheight = pm->viewheight;
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ent->waterlevel = pm->waterlevel;
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ent->watertype = pm->watertype;
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ent->groundentity = pm->groundentity;
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if (pm->groundentity)
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ent->groundentity_linkcount = pm->groundentity->linkcount;
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VectorCopy( vehicle->origin, ent->s.origin );
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}
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void Veh_PerformAngleVelocity( vehicle_t *vehicle, float frametime, pmove_t *pm )
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{
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float speed;
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vec3_t unitvel, forward, up;
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VectorMA( vehicle->angles, frametime, vehicle->avelocity, vehicle->angles );
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// adjust velocity
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if (vehicle->velocity[0] || vehicle->velocity[1] || vehicle->velocity[2])
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{
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AngleVectors( vehicle->angles, forward, NULL, up );
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speed = VectorNormalize2( vehicle->velocity, unitvel );
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VectorScale( forward, speed * (vehicle->rear_traction + vehicle->front_traction) / 2.0, vehicle->velocity );
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VectorMA( vehicle->velocity, speed * (1.0 - ((vehicle->rear_traction + vehicle->front_traction) / 2.0)), unitvel, vehicle->velocity );
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}
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// According to traction levels, we should move the CG (center of gravity), such that:
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//
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// * Under FULL traction of the REAR wheels, rotate about the rear axle center
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// * Under ZERO traction of the REAR wheels, rotate about the front axle center
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// Just calculate this as a movement of the center of the vehicle / second, and add to velocity
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if (vehicle->avelocity[YAW])
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{
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vec3_t dst, pnt, rear_pnt, move;
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vec3_t velback;
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VectorMA( vehicle->origin, (-vehicle->def->wheelspan_length*0.5 + (vehicle->def->wheelspan_length * (1.0 - vehicle->rear_traction) * (vehicle->front_traction*0.5 + 0.5))), forward, rear_pnt );
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VectorSubtract( vehicle->origin, rear_pnt, pnt );
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RotatePointAroundVector( dst, up, pnt, vehicle->avelocity[YAW] * frametime );
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VectorSubtract( dst, pnt, move );
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// convert to per second, since it'll get converted back in Pmove();
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VectorScale( move, 0.3 / frametime, move ); // 0.3 is a HACK, should be 1.0
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// save the velocity
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VectorCopy( vehicle->velocity, velback );
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VectorCopy( move, vehicle->velocity );
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// move the vehicle to account for the change in CG
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Veh_PerformMove( vehicle, pm );
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// set the velocity back
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VectorCopy( velback, vehicle->velocity );
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Veh_Debug( "YawAdjust=%3.0f ", VectorLength(move) );
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}
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}
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void Veh_SetSteeringAngleVelocity( vehicle_t *vehicle )
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{
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float speed, dot, yaw_change;
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vec3_t forward, unitvel;
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AngleVectors( vehicle->angles, forward, NULL, NULL );
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if (vehicle->velocity[0] || vehicle->velocity[1] || vehicle->velocity[2])
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{
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speed = VectorNormalize2( vehicle->velocity, unitvel );
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yaw_change =
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( (vehicle->steer_yaw)
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* (speed / (vehicle->def->wheelspan_length * CM_TO_UNITS))
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* (vehicle->front_traction))
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- vehicle->avelocity[YAW];
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|
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dot = DotProduct( forward, unitvel );
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|
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yaw_change *= dot; // this works for reverse, since yaw is just the opposite
|
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}
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else
|
|
{
|
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speed = 0;
|
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VectorClear( unitvel );
|
|
|
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yaw_change = -vehicle->avelocity[YAW] * vehicle->front_traction;
|
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}
|
|
|
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vehicle->avelocity[YAW] += yaw_change;
|
|
|
|
Veh_Debug( "YawVel=%3.0f\n", vehicle->avelocity[YAW] );
|
|
}
|
|
|
|
|
|
void Veh_HoldRearWheels( vehicle_t *vehicle )
|
|
{
|
|
vec3_t old_rear, new_rear;
|
|
vec3_t old_fwd, new_fwd;
|
|
vec3_t ideal_rear, ideal_vec, end_rear;
|
|
vec3_t new_vec, old_vec;
|
|
|
|
AngleVectors( vehicle->oldangles, old_fwd, NULL, NULL );
|
|
VectorMA( vehicle->oldorigin, -vehicle->def->wheelspan_length * 0.5, old_fwd, old_rear );
|
|
|
|
AngleVectors( vehicle->angles, new_fwd, NULL, NULL );
|
|
VectorMA( vehicle->origin, -vehicle->def->wheelspan_length * 0.5, new_fwd, new_rear );
|
|
|
|
VectorSubtract( old_rear, vehicle->origin, old_vec );
|
|
VectorNormalize( old_vec );
|
|
VectorMA( vehicle->origin, vehicle->def->wheelspan_length * 0.5, old_vec, ideal_rear );
|
|
|
|
// now move to it depending on traction
|
|
VectorSubtract( ideal_rear, new_rear, ideal_vec );
|
|
VectorMA( new_rear, vehicle->rear_traction, ideal_vec, end_rear );
|
|
|
|
VectorSubtract( vehicle->origin, end_rear, new_vec );
|
|
VectorNormalize( new_vec );
|
|
|
|
vehicle->angles[YAW] = vectoyaw( new_vec );
|
|
}
|
|
|
|
// this is hacked together just for debugging
|
|
void Veh_PositionModels( vehicle_t *vehicle )
|
|
{
|
|
vec3_t fwd, right, up;
|
|
|
|
AngleVectors( vehicle->angles, fwd, right, up );
|
|
|
|
VectorMA( vehicle->origin, 0.5 * CM_TO_UNITS * vehicle->def->wheelspan_length, fwd, vehicle->fl->s.origin );
|
|
VectorMA( vehicle->fl->s.origin, -0.5 * CM_TO_UNITS * vehicle->def->wheelspan_width, right, vehicle->fl->s.origin );
|
|
VectorMA( vehicle->fl->s.origin, -24 + CM_TO_UNITS * vehicle->def->wheels->radius, up, vehicle->fl->s.origin );
|
|
VectorCopy( vehicle->angles, vehicle->fl->s.angles );
|
|
vehicle->fl->s.angles[YAW] += vehicle->steer_yaw;
|
|
gi.linkentity( vehicle->fl );
|
|
|
|
VectorMA( vehicle->origin, 0.5 * CM_TO_UNITS * vehicle->def->wheelspan_length, fwd, vehicle->fr->s.origin );
|
|
VectorMA( vehicle->fr->s.origin, 0.5 * CM_TO_UNITS * vehicle->def->wheelspan_width, right, vehicle->fr->s.origin );
|
|
VectorMA( vehicle->fr->s.origin, -24 + CM_TO_UNITS * vehicle->def->wheels->radius, up, vehicle->fr->s.origin );
|
|
VectorCopy( vehicle->angles, vehicle->fr->s.angles );
|
|
vehicle->fr->s.angles[YAW] += vehicle->steer_yaw;
|
|
gi.linkentity( vehicle->fr );
|
|
|
|
VectorMA( vehicle->origin, -0.5 * CM_TO_UNITS * vehicle->def->wheelspan_length, fwd, vehicle->rl->s.origin );
|
|
VectorMA( vehicle->rl->s.origin, -0.5 * CM_TO_UNITS * vehicle->def->wheelspan_width, right, vehicle->rl->s.origin );
|
|
VectorMA( vehicle->rl->s.origin, -24 + CM_TO_UNITS * vehicle->def->wheels->radius, up, vehicle->rl->s.origin );
|
|
VectorCopy( vehicle->angles, vehicle->rl->s.angles );
|
|
gi.linkentity( vehicle->rl );
|
|
|
|
VectorMA( vehicle->origin, -0.5 * CM_TO_UNITS * vehicle->def->wheelspan_length, fwd, vehicle->rr->s.origin );
|
|
VectorMA( vehicle->rr->s.origin, 0.5 * CM_TO_UNITS * vehicle->def->wheelspan_width, right, vehicle->rr->s.origin );
|
|
VectorMA( vehicle->rr->s.origin, -24 + CM_TO_UNITS * vehicle->def->wheels->radius, up, vehicle->rr->s.origin );
|
|
VectorCopy( vehicle->angles, vehicle->rr->s.angles );
|
|
gi.linkentity( vehicle->rr );
|
|
|
|
} |