mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-07 19:32:49 +01:00
5d41002b36
+ Rename some part target angle names + Improve behaviour of opening and closing doors + Use different animations for right hand side of vehicle
147 lines
3.0 KiB
C++
147 lines
3.0 KiB
C++
#pragma once
|
|
#ifndef _VEHICLEOBJECT_HPP_
|
|
#define _VEHICLEOBJECT_HPP_
|
|
#include <engine/GameObject.hpp>
|
|
#include <map>
|
|
#include <objects/VehicleInfo.hpp>
|
|
#include <data/CollisionInstance.hpp>
|
|
|
|
/**
|
|
* @class VehicleObject
|
|
* Implements Vehicle behaviours.
|
|
*/
|
|
class VehicleObject : public GameObject
|
|
{
|
|
private:
|
|
float steerAngle;
|
|
float throttle;
|
|
float brake;
|
|
bool handbrake;
|
|
public:
|
|
|
|
VehicleDataHandle vehicle;
|
|
VehicleInfoHandle info;
|
|
glm::u8vec3 colourPrimary;
|
|
glm::u8vec3 colourSecondary;
|
|
|
|
std::map<size_t, GameObject*> seatOccupants;
|
|
|
|
CollisionInstance* collision;
|
|
btRigidBody* physBody;
|
|
btVehicleRaycaster* physRaycaster;
|
|
btRaycastVehicle* physVehicle;
|
|
|
|
struct Part
|
|
{
|
|
ModelFrame* dummy;
|
|
ModelFrame* normal;
|
|
ModelFrame* damaged;
|
|
btRigidBody* body;
|
|
btHingeConstraint* constraint;
|
|
bool moveToAngle;
|
|
float targetAngle;
|
|
float openAngle;
|
|
float closedAngle;
|
|
};
|
|
|
|
std::map<std::string, Part> dynamicParts;
|
|
|
|
VehicleObject(GameWorld* engine,
|
|
const glm::vec3& pos,
|
|
const glm::quat& rot,
|
|
ModelHandle* model,
|
|
VehicleDataHandle data,
|
|
VehicleInfoHandle info,
|
|
const glm::u8vec3& prim,
|
|
const glm::u8vec3& sec);
|
|
|
|
virtual ~VehicleObject();
|
|
|
|
void setPosition(const glm::vec3& pos);
|
|
|
|
glm::vec3 getPosition() const;
|
|
|
|
void setRotation(const glm::quat &orientation);
|
|
|
|
glm::quat getRotation() const;
|
|
|
|
Type type() { return Vehicle; }
|
|
|
|
void setSteeringAngle(float);
|
|
|
|
float getSteeringAngle() const;
|
|
|
|
void setThrottle(float);
|
|
|
|
float getThrottle() const;
|
|
|
|
void setBraking(float);
|
|
|
|
float getBraking() const;
|
|
|
|
void setHandbraking(bool);
|
|
|
|
bool getHandbraking() const;
|
|
|
|
void tick(float dt);
|
|
|
|
void tickPhysics(float dt);
|
|
|
|
bool isFlipped() const;
|
|
|
|
void ejectAll();
|
|
|
|
GameObject* getOccupant(size_t seat);
|
|
|
|
void setOccupant(size_t seat, GameObject* occupant);
|
|
|
|
glm::vec3 getSeatEntryPosition(size_t seat) const {
|
|
auto pos = info->seats[seat].offset;
|
|
pos -= glm::vec3(glm::sign(pos.x) * -0.81756252f, 0.34800607f, -0.486281008f);
|
|
return getPosition() + getRotation() * pos;
|
|
}
|
|
|
|
Part* getSeatEntryDoor(size_t seat);
|
|
|
|
virtual bool takeDamage(const DamageInfo& damage);
|
|
|
|
enum FrameState {
|
|
OK,
|
|
DAM,
|
|
BROKEN
|
|
};
|
|
|
|
void setPartState(Part* part, FrameState state);
|
|
|
|
void setPartLocked(Part* part, bool locked);
|
|
|
|
void setPartTarget(Part* part, bool enable, float target);
|
|
|
|
Part* getPart(const std::string& name);
|
|
|
|
void applyWaterFloat(const glm::vec3& relPt);
|
|
|
|
private:
|
|
|
|
void registerPart(ModelFrame* mf);
|
|
void createObjectHinge(btTransform &local, Part* part);
|
|
void destroyObjectHinge(Part* part);
|
|
};
|
|
|
|
/**
|
|
* Implements vehicle ray casting behaviour.
|
|
* i.e. ignore the god damn vehicle body when casting rays.
|
|
*/
|
|
class VehicleRaycaster : public btVehicleRaycaster
|
|
{
|
|
btDynamicsWorld* _world;
|
|
VehicleObject* _vehicle;
|
|
public:
|
|
VehicleRaycaster(VehicleObject* vehicle, btDynamicsWorld* world)
|
|
: _world(world), _vehicle(vehicle) {}
|
|
|
|
void* castRay(const btVector3 &from, const btVector3 &to, btVehicleRaycasterResult &result);
|
|
};
|
|
|
|
#endif
|