Beispiel #1
0
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CASW_PropJeep::DampenForwardMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime )
{
	// Get forward vector.
	Vector vecForward;
	AngleVectors( vecVehicleEyeAngles, &vecForward);

	// Simulate the eye position forward based on the data from last frame
	// (assumes no acceleration - it will get that from the "spring").
	Vector vecCurrentEyePos = m_vecLastEyePos + m_vecEyeSpeed * flFrameTime;

	// Calculate target speed based on the current vehicle eye position and the last vehicle eye position and frametime.
	Vector vecVehicleEyeSpeed = ( vecVehicleEyePos - m_vecLastEyeTarget ) / flFrameTime;
	m_vecLastEyeTarget = vecVehicleEyePos;	

	// Calculate the speed and position deltas.
	Vector vecDeltaSpeed = vecVehicleEyeSpeed - m_vecEyeSpeed;
	Vector vecDeltaPos = vecVehicleEyePos - vecCurrentEyePos;

	// Clamp.
	if ( vecDeltaPos.Length() > JEEP_DELTA_LENGTH_MAX )
	{
		float flSign = vecForward.Dot( vecVehicleEyeSpeed ) >= 0.0f ? -1.0f : 1.0f;
		vecVehicleEyePos += flSign * ( vecForward * JEEP_DELTA_LENGTH_MAX );
		m_vecLastEyePos = vecVehicleEyePos;
		m_vecEyeSpeed = vecVehicleEyeSpeed;
		return;
	}

	// Generate an updated (dampening) speed for use in next frames position extrapolation.
	float flCoefficients[2];
	ComputePDControllerCoefficients( flCoefficients, r_JeepViewDampenFreq.GetFloat(), r_JeepViewDampenDamp.GetFloat(), flFrameTime );
	m_vecEyeSpeed += ( ( flCoefficients[0] * vecDeltaPos + flCoefficients[1] * vecDeltaSpeed ) * flFrameTime );

	// Save off data for next frame.
	m_vecLastEyePos = vecCurrentEyePos;

	// Move eye forward/backward.
	Vector vecForwardOffset = vecForward * ( vecForward.Dot( vecDeltaPos ) );
	vecVehicleEyePos -= vecForwardOffset;
}
Beispiel #2
0
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PropJeep::DampenForwardMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime )
{
	// vecVehicleEyePos = real eye position this frame

	// m_vecLastEyePos = eye position last frame
	// m_vecEyeSpeed = eye speed last frame
	// vecPredEyePos = predicted eye position this frame (assuming no acceleration - it will get that from the pd controller).
	// vecPredEyeSpeed = predicted eye speed
	Vector vecPredEyePos = m_vecLastEyePos + m_vecEyeSpeed * flFrameTime;
	Vector vecPredEyeSpeed = m_vecEyeSpeed;

	// m_vecLastEyeTarget = real eye position last frame (used for speed calculation).
	// Calculate the approximate speed based on the current vehicle eye position and the eye position last frame.
	Vector vecVehicleEyeSpeed = ( vecVehicleEyePos - m_vecLastEyeTarget ) / flFrameTime;
	m_vecLastEyeTarget = vecVehicleEyePos;
	if (vecVehicleEyeSpeed.Length() == 0.0)
		return;

	// Calculate the delta between the predicted eye position and speed and the current eye position and speed.
	Vector vecDeltaSpeed = vecVehicleEyeSpeed - vecPredEyeSpeed;
	Vector vecDeltaPos = vecVehicleEyePos - vecPredEyePos;

	// Forward vector.
	Vector vecForward;
	AngleVectors( vecVehicleEyeAngles, &vecForward );

	float flDeltaLength = vecDeltaPos.Length();
	if ( flDeltaLength > JEEP_DELTA_LENGTH_MAX )
	{
		// Clamp.
		float flDelta = flDeltaLength - JEEP_DELTA_LENGTH_MAX;
		if ( flDelta > 40.0f )
		{
			// This part is a bit of a hack to get rid of large deltas (at level load, etc.).
			m_vecLastEyePos = vecVehicleEyePos;
			m_vecEyeSpeed = vecVehicleEyeSpeed;
		}
		else
		{
			// Position clamp.
			float flRatio = JEEP_DELTA_LENGTH_MAX / flDeltaLength;
			vecDeltaPos *= flRatio;
			Vector vecForwardOffset = vecForward * ( vecForward.Dot( vecDeltaPos ) );
			vecVehicleEyePos -= vecForwardOffset;
			m_vecLastEyePos = vecVehicleEyePos;

			// Speed clamp.
			vecDeltaSpeed *= flRatio;
			float flCoefficients[2];
			ComputePDControllerCoefficients( flCoefficients, r_JeepViewDampenFreq.GetFloat(), r_JeepViewDampenDamp.GetFloat(), flFrameTime );
			m_vecEyeSpeed += ( ( flCoefficients[0] * vecDeltaPos + flCoefficients[1] * vecDeltaSpeed ) * flFrameTime );
		}
	}
	else
	{
		// Generate an updated (dampening) speed for use in next frames position prediction.
		float flCoefficients[2];
		ComputePDControllerCoefficients( flCoefficients, r_JeepViewDampenFreq.GetFloat(), r_JeepViewDampenDamp.GetFloat(), flFrameTime );
		m_vecEyeSpeed += ( ( flCoefficients[0] * vecDeltaPos + flCoefficients[1] * vecDeltaSpeed ) * flFrameTime );
		
		// Save off data for next frame.
		m_vecLastEyePos = vecPredEyePos;
		
		// Move eye forward/backward.
		Vector vecForwardOffset = vecForward * ( vecForward.Dot( vecDeltaPos ) );
		vecVehicleEyePos -= vecForwardOffset;
	}
}