//////////////////////////////////////////////////////////////////////////
// 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 );
}
コード例 #2
0
//------------------------------------------------------------------------
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);
	}
}