////////////////////////////////////////////////////////////////////////// // NOTE: This function must be thread-safe. Before adding stuff contact MarcoC. void CVehicleMovementTank::ProcessMovement(const float deltaTime) { FUNCTION_PROFILER( gEnv->pSystem, PROFILE_GAME ); m_netActionSync.UpdateObject(this); CryAutoCriticalSection lk(m_lock); CVehicleMovementBase::ProcessMovement(deltaTime); if (!(m_actorId && m_isEnginePowered)) { IPhysicalEntity* pPhysics = GetPhysics(); if (m_latFriction != 1.3f) SetLatFriction(1.3f); if (m_axleFriction != m_axleFrictionMax) UpdateAxleFriction(0.f, false, deltaTime); m_action.bHandBrake = 1; m_action.pedal = 0; m_action.steer = 0; pPhysics->Action(&m_action, 1); return; } IPhysicalEntity* pPhysics = GetPhysics(); MARK_UNUSED m_action.clutch; Matrix34 worldTM( m_PhysPos.q ); worldTM.AddTranslation( m_PhysPos.pos ); const Matrix34 invWTM = worldTM.GetInvertedFast(); Vec3 localVel = invWTM.TransformVector(m_PhysDyn.v); Vec3 localW = invWTM.TransformVector(m_PhysDyn.w); float speed = m_PhysDyn.v.len(); float speedRatio = min(1.f, speed/m_maxSpeed); float actionPedal = abs(m_movementAction.power) > 0.001f ? m_movementAction.power : 0.f; // tank specific: // avoid steering input around 0.5 (ask Anton) float actionSteer = m_movementAction.rotateYaw; float absSteer = abs(actionSteer); float steerSpeed = (absSteer < 0.01f && abs(m_currSteer) > 0.01f) ? m_steerSpeedRelax : m_steerSpeed; if (steerSpeed == 0.f) { m_currSteer = (float)sgn(actionSteer); } else { if (m_movementAction.isAI) { m_currSteer = actionSteer; } else { m_currSteer += min(abs(actionSteer-m_currSteer), deltaTime*steerSpeed) * sgn(actionSteer-m_currSteer); } } Limit(m_currSteer, -m_steerLimit, m_steerLimit); if (abs(m_currSteer) > 0.0001f) { // if steering, apply full throttle to have enough turn power actionPedal = (float)sgn(actionPedal); if (actionPedal == 0.f) { // allow steering-on-teh-spot only above maxReverseSpeed (to avoid sudden reverse of controls) const float maxReverseSpeed = -1.5f; actionPedal = max(0.f, min(1.f, 1.f-(localVel.y/maxReverseSpeed))); // todo float steerLim = 0.8f; Limit(m_currSteer, -steerLim*m_steerLimit, steerLim*m_steerLimit); } } if (!pPhysics->GetStatus(&m_vehicleStatus)) return; int currGear = m_vehicleStatus.iCurGear - 1; // indexing for convenience: -1,0,1,2,.. UpdateAxleFriction(m_movementAction.power, true, deltaTime); UpdateSuspension(deltaTime); float absPedal = abs(actionPedal); // pedal ramping if (m_pedalSpeed == 0.f) m_currPedal = actionPedal; else { m_currPedal += deltaTime * m_pedalSpeed * sgn(actionPedal - m_currPedal); m_currPedal = clamp_tpl(m_currPedal, -absPedal, absPedal); } // only apply pedal after threshold is exceeded if (currGear == 0 && fabs_tpl(m_currPedal) < m_pedalThreshold) m_action.pedal = 0; else m_action.pedal = m_currPedal; // change pedal amount based on damages float damageMul = 0.0f; { if (m_movementAction.isAI) { damageMul = 1.0f - 0.30f * m_damage; m_action.pedal *= damageMul; } else { // request from Sten: damage shouldn't affect reversing so much. float effectiveDamage = m_damage; if(m_action.pedal < -0.1f) effectiveDamage = 0.4f * m_damage; m_action.pedal *= GetWheelCondition(); damageMul = 1.0f - 0.7f*effectiveDamage; m_action.pedal *= damageMul; } } // reverse steering value for backward driving float effSteer = m_currSteer * sgn(actionPedal); // update lateral friction float latSlipMinGoal = 0.f; float latFricMinGoal = m_latFricMin; if (abs(effSteer) > 0.01f && !m_movementAction.brake) { latSlipMinGoal = m_latSlipMin; // use steering friction, but not when countersteering if (sgn(effSteer) != sgn(localW.z)) latFricMinGoal = m_latFricMinSteer; } Interpolate(m_currentSlipMin, latSlipMinGoal, 3.f, deltaTime); if (latFricMinGoal < m_currentFricMin) m_currentFricMin = latFricMinGoal; else Interpolate(m_currentFricMin, latFricMinGoal, 3.f, deltaTime); float fractionSpeed = min(1.f, max(0.f, m_avgLateralSlip-m_currentSlipMin) / (m_latSlipMax-m_currentSlipMin)); float latFric = fractionSpeed * (m_latFricMax-m_currentFricMin) + m_currentFricMin; if ( m_movementAction.brake && m_movementAction.isAI ) { // it is natural for ai, apply differnt friction value while handbreaking latFric = m_latFricMax; } if (latFric != m_latFriction) { SetLatFriction(latFric); } const static float maxSteer = gf_PI/4.f; // fix maxsteer, shouldn't change m_action.steer = m_currSteer * maxSteer; if (m_steeringImpulseMin > 0.f && m_wheelContactsLeft != 0 && m_wheelContactsRight != 0) { const float maxW = 0.3f*gf_PI; float steer = abs(m_currSteer)>0.001f ? m_currSteer : 0.f; float desired = steer * maxW; float curr = -localW.z; float err = desired - curr; // err>0 means correction to right Limit(err, -maxW, maxW); if (abs(err) > 0.01f) { float amount = m_steeringImpulseMin + speedRatio*(m_steeringImpulseMax-m_steeringImpulseMin); // bigger correction for relaxing if (desired == 0.f || (desired*curr>0 && abs(desired)<abs(curr))) amount = m_steeringImpulseRelaxMin + speedRatio*(m_steeringImpulseRelaxMax-m_steeringImpulseRelaxMin); float corr = -err * amount * m_PhysDyn.mass * deltaTime; pe_action_impulse imp; imp.iApplyTime = 0; imp.angImpulse = worldTM.GetColumn2() * corr; pPhysics->Action(&imp, THREAD_SAFE); } } m_action.bHandBrake = (m_movementAction.brake) ? 1 : 0; if (currGear > 0 && m_vehicleStatus.iCurGear < m_currentGear) { // when shifted down, disengage clutch immediately to avoid power/speed dropdown m_action.clutch = 1.f; } pPhysics->Action(&m_action, 1); if (Boosting()) ApplyBoost(speed, 1.2f*m_maxSpeed*GetWheelCondition()*damageMul, m_boostStrength, deltaTime); if (m_wheelContacts <= 1 && speed > 5.f) { ApplyAirDamp(DEG2RAD(20.f), DEG2RAD(10.f), deltaTime, THREAD_SAFE); UpdateGravity(-9.81f * 1.4f); } if (m_netActionSync.PublishActions( CNetworkMovementStdWheeled(this) )) CHANGED_NETWORK_STATE(m_pVehicle, eEA_GameClientDynamic ); }
//------------------------------------------------------------------------ void CVehicleMovementStdBoat::UpdateRunSound(const float deltaTime) { Vec3 localAccel(ZERO); m_measureSpeedTimer+=deltaTime; if(m_measureSpeedTimer > 0.25f) { Vec3 accel = (m_statusDyn.v - m_lastMeasuredVel) * (1.f/m_measureSpeedTimer); Matrix33 worldTM(!m_statusPos.q); localAccel = worldTM * accel; m_lastMeasuredVel = m_statusDyn.v; m_measureSpeedTimer = 0.f; } if(m_pVehicle->IsProbablyDistant()) return; float soundSpeedRatio = ms_engineSoundIdleRatio + (1.f-ms_engineSoundIdleRatio) * m_speedRatio; SetSoundParam(eSID_Run, "speed", soundSpeedRatio); SetSoundParam(eSID_Ambience, "speed", soundSpeedRatio); //SetSoundParam(eSID_Run, "boost", Boosting() ? 1.f : 0.f); float acceleration = min(1.f, abs(localAccel.y) / m_accel*max(1.f, m_accelCoeff)); if(acceleration > 0.5f) { if(ISound *pSound = GetOrPlaySound(eSID_Acceleration, 2.f)) SetSoundParam(pSound, "acceleration", acceleration); } float damage = GetSoundDamage(); if(damage > 0.1f) { if(ISound *pSound = GetOrPlaySound(eSID_Damage, 5.f, m_enginePos)) SetSoundParam(pSound, "damage", damage); } // rpm dropdown for waves if(m_rpmPitchDir != 0) { float speed = (m_rpmPitchDir > 0) ? 0.1f : -0.8f; // quick down, slow up m_waveSoundPitch += deltaTime * speed; if(m_waveSoundPitch < -m_waveSoundAmount) // dropdown amount { m_waveSoundPitch = -m_waveSoundAmount; m_rpmPitchDir = 1; } else if(m_waveSoundPitch > 0.f) { m_waveSoundPitch = 0.f; m_rpmPitchDir = 0; } } if(m_rpmPitchSpeed>0.f) { const float maxPedal = (!m_inWater) ? 1.f : Boosting() ? 0.8f : 0.7f; // pitch rpm with pedal float pedal = GetEnginePedal(); pedal = sgnnz(pedal)*max(ms_engineSoundIdleRatio, min(maxPedal, abs(pedal))); // clamp "pedal" to [0.2..0.7] range float delta = pedal - m_rpmScaleSgn; m_rpmScaleSgn = max(-1.f, min(1.f, m_rpmScaleSgn + sgn(delta)*min(abs(delta), m_rpmPitchSpeed*deltaTime))); // skip transition around 0 when on pedal (sounds more realistic) if(abs(GetEnginePedal()) > 0.001f && abs(delta) > 0.001f && sgn(m_rpmScaleSgn) != sgn(delta) && abs(m_rpmScaleSgn) <= 0.3f) m_rpmScaleSgn = sgn(delta)*0.3f; // for normal driving, rpm is clamped at max defined by sound dept m_rpmScale = abs(m_rpmScaleSgn); m_rpmScale = min(1.f, max(ms_engineSoundIdleRatio, m_rpmScale + m_waveSoundPitch)); SetSoundParam(eSID_Run, "rpm_scale", m_rpmScale); SetSoundParam(eSID_Ambience, "rpm_scale", m_rpmScale); } }