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https://github.com/rwengine/openrw.git
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158 lines
3.3 KiB
C++
158 lines
3.3 KiB
C++
#pragma once
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#ifndef _VEHICLEOBJECT_HPP_
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#define _VEHICLEOBJECT_HPP_
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#include <objects/GameObject.hpp>
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#include <map>
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#include <objects/VehicleInfo.hpp>
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#include <dynamics/CollisionInstance.hpp>
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/**
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* @class VehicleObject
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* Implements Vehicle behaviours.
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*/
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class VehicleObject : public GameObject
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{
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private:
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float steerAngle;
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float throttle;
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float brake;
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bool handbrake;
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public:
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VehicleDataHandle vehicle;
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VehicleInfoHandle info;
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glm::u8vec3 colourPrimary;
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glm::u8vec3 colourSecondary;
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std::map<size_t, GameObject*> seatOccupants;
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CollisionInstance* collision;
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btRigidBody* physBody;
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btVehicleRaycaster* physRaycaster = nullptr;
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btRaycastVehicle* physVehicle;
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struct Part
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{
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ModelFrame* dummy;
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ModelFrame* normal;
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ModelFrame* damaged;
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btRigidBody* body;
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btHingeConstraint* constraint;
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bool moveToAngle;
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float targetAngle;
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float openAngle;
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float closedAngle;
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};
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std::map<std::string, Part> dynamicParts;
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VehicleObject(GameWorld* engine, const glm::vec3& pos, const glm::quat& rot, const ModelRef& model, VehicleDataHandle data, VehicleInfoHandle info, const glm::u8vec3& prim, const glm::u8vec3& sec);
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virtual ~VehicleObject();
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void setPosition(const glm::vec3& pos);
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glm::vec3 getPosition() const;
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void setRotation(const glm::quat &orientation);
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glm::quat getRotation() const;
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Type type() { return Vehicle; }
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void setSteeringAngle(float);
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float getSteeringAngle() const;
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void setThrottle(float);
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float getThrottle() const;
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void setBraking(float);
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float getBraking() const;
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void setHandbraking(bool);
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bool getHandbraking() const;
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void tick(float dt);
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void tickPhysics(float dt);
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bool isFlipped() const;
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float getVelocity() const;
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void ejectAll();
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GameObject* getOccupant(size_t seat);
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void setOccupant(size_t seat, GameObject* occupant);
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/**
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* @brief canOccupantExit
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* @return true if the vehicle is currently exitable
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*/
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bool canOccupantExit() const;
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/**
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* @brief isOccupantDriver
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* @param seat
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* @return True if the given seat is the driver's seat.
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*/
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bool isOccupantDriver(size_t seat) const;
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glm::vec3 getSeatEntryPosition(size_t seat) const {
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auto pos = info->seats[seat].offset;
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pos -= glm::vec3(glm::sign(pos.x) * -0.81756252f, 0.34800607f, -0.486281008f);
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return getPosition() + getRotation() * pos;
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}
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Part* getSeatEntryDoor(size_t seat);
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virtual bool takeDamage(const DamageInfo& damage);
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enum FrameState {
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OK,
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DAM,
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BROKEN
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};
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void setPartState(Part* part, FrameState state);
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void setPartLocked(Part* part, bool locked);
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void setPartTarget(Part* part, bool enable, float target);
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Part* getPart(const std::string& name);
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void applyWaterFloat(const glm::vec3& relPt);
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void setPrimaryColour(uint8_t color);
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void setSecondaryColour(uint8_t color);
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private:
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void registerPart(ModelFrame* mf);
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void createObjectHinge(btTransform &local, Part* part);
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void destroyObjectHinge(Part* part);
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};
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/**
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* Implements vehicle ray casting behaviour.
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* i.e. ignore the god damn vehicle body when casting rays.
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*/
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class VehicleRaycaster : public btVehicleRaycaster
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{
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btDynamicsWorld* _world;
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VehicleObject* _vehicle;
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public:
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VehicleRaycaster(VehicleObject* vehicle, btDynamicsWorld* world)
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: _world(world), _vehicle(vehicle) {}
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void* castRay(const btVector3 &from, const btVector3 &to, btVehicleRaycasterResult &result);
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};
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#endif
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