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KF2-Dev-Scripts/Engine/Classes/SVehicle.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// SVehicle
// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
//=============================================================================
class SVehicle extends Vehicle
native(Physics)
nativereplication
abstract;
`if(`isdefined(WITH_PHYSX))
/** The main vehicle class pointer */
var native const pointer PVehicle{class PxVehicleDrive};
/** Its vehicle manager pointer */
var native const pointer MyVehicleManager{class FPhysXVehicleManager};
`endif
cpptext
{
// UObject interface
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
// Actor interface.
virtual void physRigidBody(FLOAT DeltaTime);
virtual void TickSimulated( FLOAT DeltaSeconds );
virtual void TickAuthoritative( FLOAT DeltaSeconds );
virtual void setPhysics(BYTE NewPhysics, AActor *NewFloor, FVector NewFloorV);
virtual void PostNetReceiveLocation();
INT* GetOptimizedRepList( BYTE* InDefault, FPropertyRetirement* Retire, INT* Ptr, UPackageMap* Map, UActorChannel* Channel );
// SVehicle interface.
virtual void VehiclePackRBState();
virtual void VehicleUnpackRBState();
virtual FVector GetDampingForce(const FVector& InForce);
#if WITH_NOVODEX
virtual void OnRigidBodyCollision(const FRigidBodyCollisionInfo& MyInfo, const FRigidBodyCollisionInfo& OtherInfo, const FCollisionImpactData& RigidCollisionData);
virtual void ModifyNxActorDesc(NxActorDesc& ActorDesc,UPrimitiveComponent* PrimComp, const class NxGroupsMask& GroupsMask, UINT MatIndex);
virtual void PostInitRigidBody(NxActor* nActor, NxActorDesc& ActorDesc, UPrimitiveComponent* PrimComp);
virtual void PreTermRigidBody(NxActor* nActor);
virtual void TermRBPhys(FRBPhysScene* Scene);
#endif
#if WITH_PHYSX
virtual void OnRigidBodyCollision(const FRigidBodyCollisionInfo& MyInfo, const FRigidBodyCollisionInfo& OtherInfo, const FCollisionImpactData& RigidCollisionData);
virtual void PostInitRigidBody(PxActor* nActor, UPrimitiveComponent* PrimComp);
virtual void TermRBPhys(FRBPhysScene* Scene);
/** Create vehicle util function. */
void CreateVehicleUtil();
void DrawWheelsDebug(BOOL bDrawForcePoints);
/** process vehicle control inputs */
void ProcessVehicleInputs(FLOAT DeltaTime);
#endif
virtual void UpdateVehicle(ASVehicle* Vehicle, FLOAT DeltaTime) {}
/** Set any params on wheel particle effect */
virtual void SetWheelEffectParams(USVehicleWheel* VW, FLOAT SlipVel);
}
/** Chassis mass */
var(Vehicle) float ChassisMass;
/** If this vehicle is a tank */
var(Vehicle) BOOL bIsTank;
/** Enable debug rendering for this vehicle */
var(Vehicle) bool bEnableDebugRendering;
/** Current debug graph channels for wheel and engine */
var INT DebugRenderActiveGraphChannelWheel;
var INT DebugRenderActiveGraphChannelEngine;
/** Whether the vehicle is in reverse mode */
var bool bInReverseMode;
/** Object containing the actual vehicle simulation paramters and code. Allows you to 'plug' different vehicle types in. */
var() noclear const SVehicleSimBase SimObj;
/** Data for each wheel. Very important to list in this order FrontLeft, FrontRight, RearLeft, RearRight. */
var() editinline export array<SVehicleWheel> Wheels;
/** Center of mass location of the vehicle, in local space. */
var() vector COMOffset;
/** Inertia Tensor Multipler - allows you to scale the components of the pre-calculated inertia tensor */
var() vector InertiaTensorMultiplier;
/** Use the stay-upright world constraint */
var(UprightConstraint) bool bStayUpright;
/** Angle at which the vehicle will resist rolling */
var(UprightConstraint) float StayUprightRollResistAngle;
/** Angle at which the vehicle will resist pitching */
var(UprightConstraint) float StayUprightPitchResistAngle;
/** Amount of spring past the limit angles */
var(UprightConstraint) float StayUprightStiffness;
/** Amount of dampening past the limit angles */
var(UprightConstraint) float StayUprightDamping;
var editinline export RB_StayUprightSetup StayUprightConstraintSetup;
var editinline export RB_ConstraintInstance StayUprightConstraintInstance;
var bool bUseSuspensionAxis;
/** set this flag to cause wheel shape parameters to be updated. Cleared after update occurs. */
var bool bUpdateWheelShapes;
/** Percent the Suspension must want to move in one go for the heavy shift function to be called*/
var float HeavySuspensionShiftPercent;
/** Vehicle total speed will be capped to this value */
var() float MaxSpeed;
/** Vehicle angular velocity will be capped to this value */
var() float MaxAngularVelocity;
/** OUTPUT: True if _any_ SVehicleWheel is currently touching the ground (ignores contacts with chassis etc) */
var const bool bVehicleOnGround;
/** OUTPUT: Time that bVehicleOnGround has been false for. */
var const float TimeOffGround;
/** OUTPUT: True if _any_ SVehicleWheel is currently touching water */
var const bool bVehicleOnWater;
/** OUTPUT: True if vehicle is mostly upside down. */
var const bool bIsInverted;
/** OUTPUT: True if there are any contacts between the chassis of the vehicle and the ground. */
var const bool bChassisTouchingGround;
/** OUTPUT: True if there were any contacts between the chassis of the vehicle and the ground last tick */
var const bool bWasChassisTouchingGroundLastTick;
/** @name Vehicle uprighting */
//@{
/** true if vehicle can be uprighted by player */
var bool bCanFlip;
/** Scales the lifting force applied to the vehicle during uprighting. */
var(Uprighting) float UprightLiftStrength;
/** Scales the torque applied to the vehicle during uprighting. */
var(Uprighting) float UprightTorqueStrength;
/** Time in seconds to apply uprighting force/torque. */
var(Uprighting) float UprightTime;
/** Changes the direction the car gets flipped (used to prevent flipping car onto player */
var bool bFlipRight;
/** Internal variable. True while uprighting forces are being applied. */
var bool bIsUprighting;
/** Internal variable. Marks the time that uprighting began. */
var float UprightStartTime;
//@}
/** @name Sounds */
//@{
/** Ambient engine-running sound. Pitch modulated based on RPMS. */
var(Sounds) editconst const AudioComponent EngineSound;
/** Volume-modulated wheel squeeling. */
var(Sounds) editconst const AudioComponent SquealSound;
/** Played when the vehicle slams into things. */
var(Sounds) SoundCue CollisionSound;
/** Engine startup sound played upon entering the vehicle. */
var(Sounds) SoundCue EnterVehicleSound;
/** Engine switch-off sound played upon exiting the vhicle. */
var(Sounds) SoundCue ExitVehicleSound;
/** Minimum time passed between the triggering collision sounds; generally set to longest collision sound. */
var(Sounds) float CollisionIntervalSecs;
/** Slip velocity cuttoff below which no wheel squealing is heard. */
var(Sounds) const float SquealThreshold;
/** Lateral Slip velocity cut off below which no wheel squealing is heard */
var(Sounds) const float SquealLatThreshold;
/** multiplier for volume level of Lateral squeals relative to straight slip squeals. */
var(Sounds) const float LatAngleVolumeMult;
/** Time delay between the engine startup sound and the engine idling sound. */
var(Sounds) const float EngineStartOffsetSecs;
/** Time delay between the engine shutdown sound and the deactivation of the engine idling sound. */
var(Sounds) const float EngineStopOffsetSecs;
/** Internal variable; prevents collision sounds from being triggered too frequently. */
var float LastCollisionSoundTime;
//@}
// Internal
var float OutputBrake;
var float OutputGas;
var float OutputSteering;
var float OutputRise;
var bool bOutputHandbrake;
var bool bHoldingDownHandbrake;
var float ForwardVel;
var int NumPoweredWheels;
// camera
var() vector BaseOffset;
var() float CamDist;
var int DriverViewPitch; // The driver's view pitch
var int DriverViewYaw; // The driver's view yaw
// replication
struct native VehicleState
{
var RigidBodyState RBState;
var byte ServerBrake;
var byte ServerGas;
var byte ServerSteering;
var byte ServerRise;
var bool bServerHandbrake;
var int ServerView; // Pitch and Yaw - 16 bits each
};
var native const VehicleState VState;
var native const float AngErrorAccumulator;
/** Hacky - used to scale hurtradius applied impulses */
var float RadialImpulseScaling;
replication
{
if (Physics == PHYS_RigidBody)
VState, MaxSpeed;
}
// Physics interface
native function AddForce(Vector Force);
native function AddImpulse(Vector Impulse);
native function AddTorque(Vector Torque);
native function bool IsSleeping();
`if(`isdefined(WITH_PHYSX))
/** Actual draw call for vehicle debug rendering */
// native function to be called from C++
native function DrawGraphsAndPrintTireSurfaceTypes(HUD HUD, FLOAT YL, FLOAT YPos);
`endif
/** turns on or off a wheel's collision
* @param WheelNum the index of the wheel in the Wheels array to change
* @param bCollision whether to turn collision on or off
*/
native final function SetWheelCollision(int WheelNum, bool bCollision);
/**
* Called when gameplay begins. Used to make sure the engine sound audio component
* has the right properties set to ensure it gets restarted if it has been cut out
* due to the audio code running out of HW channels to play the sound in.
*/
simulated event PostBeginPlay()
{
Super.PostBeginPlay();
if( EngineSound != None )
{
EngineSound.bShouldRemainActiveIfDropped = TRUE;
}
if (CollisionSound != None && CollisionIntervalSecs <= 0.0)
{
CollisionIntervalSecs = CollisionSound.GetCueDuration() / WorldInfo.TimeDilation;
}
}
/** Store pointer to each wheel's SkelControlWheel. */
simulated event PostInitAnimTree(SkeletalMeshComponent SkelComp)
{
local int WheelIndex;
local SVehicleWheel Wheel;
Super.PostInitAnimTree(SkelComp);
if (SkelComp == Mesh)
{
for(WheelIndex = 0; WheelIndex<Wheels.length; WheelIndex++)
{
Wheel = Wheels[WheelIndex];
Wheel.WheelControl = SkelControlWheel( Mesh.FindSkelControl(Wheel.SkelControlName) );
}
}
}
simulated event Destroyed()
{
Super.Destroyed();
StopVehicleSounds();
}
/** TurnOff()
Freeze pawn - stop sounds, animations, physics, weapon firing
*/
simulated function TurnOff()
{
Super.TurnOff();
StopVehicleSounds();
}
simulated function StopVehicleSounds()
{
if ( EngineSound != None )
{
EngineSound.Stop();
}
if ( SquealSound != None )
{
SquealSound.Stop();
}
}
/**
* Take Radius Damage
* by default scales damage based on distance from HurtOrigin to Actor's location.
* This can be overriden by the actor receiving the damage for special conditions (see KAsset.uc).
*
* @param InstigatedBy, instigator of the damage
* @param Base Damage
* @param Damage Radius (from Origin)
* @param DamageType class
* @param Momentum (float)
* @param HurtOrigin, origin of the damage radius.
* @param bFullDamage, if true, damage not scaled based on distance HurtOrigin
* @param DamageCauser the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
*/
simulated function TakeRadiusDamage
(
Controller InstigatedBy,
float BaseDamage,
float DamageRadius,
class<DamageType> DamageType,
float Momentum,
vector HurtOrigin,
bool bFullDamage,
Actor DamageCauser,
optional float DamageFalloffExponent=1.f
)
{
local vector HitLocation, Dir, NewDir;
local float Dist, DamageScale;
local TraceHitInfo HitInfo;
if ( Role < ROLE_Authority )
return;
// calculate actual hit position on mesh, rather than approximating with cylinder
HitLocation = Location;
Dir = Location - HurtOrigin;
CheckHitInfo( HitInfo, Mesh, Dir, HitLocation );
NewDir = HitLocation - HurtOrigin;
Dist = VSize(NewDir);
if ( bFullDamage )
{
DamageScale = 1.f;
}
else if ( dist > DamageRadius )
return;
else
{
DamageScale = FMax(0,1 - Dist/DamageRadius);
DamageScale = DamageScale ** DamageFalloffExponent;
}
RadialImpulseScaling = DamageScale;
TakeDamage
(
BaseDamage * DamageScale,
InstigatedBy,
HitLocation,
(DamageScale * Momentum * Normal(dir)),
DamageType,
HitInfo,
DamageCauser
);
RadialImpulseScaling = 1.0;
if (Health > 0)
{
DriverRadiusDamage(BaseDamage, DamageRadius, InstigatedBy, DamageType, Momentum, HurtOrigin, DamageCauser);
}
}
/**
* Utility for switching the vehicle from a single body to an articulated ragdoll-like one given a new mesh and physics asset.
* ActorMove is an extra translation applied to Actor during the transition, which can be useful to avoid ragdoll mesh penetrating into the ground.
*/
native function InitVehicleRagdoll( SkeletalMesh RagdollMesh, PhysicsAsset RagdollPhysAsset, vector ActorMove, bool bClearAnimTree );
function AddVelocity( vector NewVelocity, vector HitLocation,class<DamageType> DamageType, optional TraceHitInfo HitInfo )
{
if (!IsZero(NewVelocity))
{
NewVelocity = RadialImpulseScaling * MomentumMult * DamageType.Default.VehicleMomentumScaling * DamageType.Default.KDamageImpulse * Normal(NewVelocity);
if (!bIgnoreForces && !IsZero(NewVelocity))
{
if (Location.Z > WorldInfo.StallZ)
{
NewVelocity.Z = FMin(NewVelocity.Z, 0);
}
if (InGodMode())
{
NewVelocity *= 0.25;
}
Mesh.AddImpulse(NewVelocity, HitLocation);
}
}
RadialImpulseScaling = 1.0;
}
function bool Died(Controller Killer, class<DamageType> DamageType, vector HitLocation)
{
if ( Super.Died(Killer, DamageType, HitLocation) )
{
bDriving = false;
AddVelocity(TearOffMomentum, HitLocation, DamageType);
return true;
}
return false;
}
/**
* Calculate camera view point, when viewing this actor.
*
* @param fDeltaTime delta time seconds since last update
* @param out_CamLoc Camera Location
* @param out_CamRot Camera Rotation
* @param out_FOV Field of View
*
* @return true if Pawn should provide the camera point of view.
*/
simulated function bool CalcCamera( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV )
{
local vector Pos, HitLocation, HitNormal;
// Simple third person view implementation
GetActorEyesViewPoint( out_CamLoc, out_CamRot );
out_CamLoc += BaseOffset;
Pos = out_CamLoc - Vector(out_CamRot) * CamDist;
if( Trace(HitLocation, HitNormal, Pos, out_CamLoc, false, vect(0,0,0)) != None )
{
out_CamLoc = HitLocation + HitNormal*2;
}
else
{
out_CamLoc = Pos;
}
return true;
}
simulated function name GetDefaultCameraMode( PlayerController RequestedBy )
{
return 'Default';
}
function bool TryToDrive(Pawn P)
{
// Does the vehicle need to be uprighted?
if ( bIsInverted && !bVehicleOnGround && VSize(Velocity) <= 0.1f )
{
if ( bCanFlip )
{
bIsUprighting = true;
UprightStartTime = WorldInfo.TimeSeconds;
}
return false;
}
return Super.TryToDrive(P);
}
/** HasWheelsOnGround()
returns true if any of vehicles wheels are currently in contact with the ground (wheel has bWheelOnGround==true)
*/
simulated native function bool HasWheelsOnGround();
/** turns on the engine sound */
simulated function StartEngineSound()
{
if (EngineSound != None)
{
EngineSound.Play();
}
ClearTimer('StartEngineSound');
ClearTimer('StopEngineSound');
}
/** starts a timer of EngineStartOffsetSecs duration to turn on the engine sound */
simulated function StartEngineSoundTimed()
{
if (EngineStartOffsetSecs > 0.f)
{
ClearTimer('StopEngineSound');
SetTimer( EngineStartOffsetSecs, false, nameof(StartEngineSound) );
}
else
{
StartEngineSound();
}
}
/** turns off the engine sound */
simulated function StopEngineSound()
{
if (EngineSound != None)
{
EngineSound.Stop();
}
ClearTimer('StartEngineSound');
ClearTimer('StopEngineSound');
}
/** starts a timer of EngineStopOffsetSecs duration to turn off the engine sound */
simulated function StopEngineSoundTimed()
{
if (EngineStopOffsetSecs > 0.f)
{
ClearTimer('StartEngineSound');
SetTimer( EngineStopOffsetSecs, false, nameof(StopEngineSound) );
}
else
{
StopEngineSound();
}
}
simulated function VehiclePlayEnterSound()
{
// For efficiency we're removing this fix and replacing the sounds with cues instead of components.
// Deactivate any engine stopping sounds that were happening.
// Trigger the engine starting sound.
if (EnterVehicleSound != None)
{
PlaySound(EnterVehicleSound);
}
StartEngineSoundTimed();
}
simulated function VehiclePlayExitSound()
{
// For efficiency we're removing this fix and replacing the sounds with cues instead of components.
// Deactivate any engine starting sounds that were happening.
// Trigger the engine stopping sound.
if (ExitVehicleSound != None)
{
PlaySound(ExitVehicleSound);
}
StopEngineSoundTimed();
}
simulated function DrivingStatusChanged()
{
// turn parking friction on or off
bUpdateWheelShapes = true;
if ( bDriving )
{
VehiclePlayEnterSound();
}
else if ( Health > 0 )
{
VehiclePlayExitSound();
}
}
simulated event RigidBodyCollision( PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent,
const out CollisionImpactData RigidCollisionData, int ContactIndex )
{
if( CollisionSound != None && WorldInfo.TimeSeconds - LastCollisionSoundTime > CollisionIntervalSecs )
{
PlaySound(CollisionSound, true);
LastCollisionSoundTime = WorldInfo.TimeSeconds;
}
}
/** called when the suspension moves a large amount, passes the delta*/
simulated event SuspensionHeavyShift(float Delta);
function PostTeleport(Teleporter OutTeleporter)
{
Mesh.SetRBPosition(Location);
}
simulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos)
{
local Array<String> DebugInfo;
local int i;
super.DisplayDebug(HUD, out_YL, out_YPOS);
GetSVehicleDebug( DebugInfo );
Hud.Canvas.SetDrawColor(0,255,0);
for (i=0;i<DebugInfo.Length;i++)
{
Hud.Canvas.DrawText( " " @ DebugInfo[i] );
out_YPos += out_YL;
Hud.Canvas.SetPos(4, out_YPos);
}
// Uncomment to see detailed per-wheel debug info
//PX3_TODO REMOVE?
// LOC_MOD
DisplayWheelsDebug(HUD, out_YL);
`if(`isdefined(WITH_PHYSX))
// Draw telemetry data
if(bEnableDebugRendering)
{
DrawGraphsAndPrintTireSurfaceTypes(HUD, out_YL, out_YPos);
}
`endif
}
/**
* Special debug information for the wheels that is displayed at each wheel's location
*/
simulated function DisplayWheelsDebug(HUD HUD, float YL)
{
local int i, j;
local vector WorldLoc, ScreenLoc, X, Y, Z, EndPoint, ScreenEndPoint;
local Color SaveColor;
local float LastForceValue;
local float GraphScale;
local float ForceValue;
local vector ForceValueLoc;
if (SimObj == None)
{
return;
}
GraphScale = 100.0f;
SaveColor = HUD.Canvas.DrawColor;
for (i=0; i<Wheels.Length; i++)
{
GetAxes(Rotation, X, Y, Z);
WorldLoc = Location + (Wheels[i].WheelPosition >> Rotation);
ScreenLoc = HUD.Canvas.Project(WorldLoc);
if( ScreenLoc.X >= 0 && ScreenLoc.X < HUD.Canvas.ClipX && ScreenLoc.Y >= 0 && ScreenLoc.Y < HUD.Canvas.ClipY )
{
// Draw Text
HUD.Canvas.DrawColor = MakeColor(255,255,0,255);
HUD.Canvas.SetPos(ScreenLoc.X, ScreenLoc.Y);
HUD.Canvas.DrawText("Force "$Wheels[i].ContactForce);
HUD.Canvas.SetPos(ScreenLoc.X, ScreenLoc.Y - (1 * YL));
HUD.Canvas.DrawText("SR "$Wheels[i].LongSlipRatio);
HUD.Canvas.SetPos(ScreenLoc.X, ScreenLoc.Y - (2 * YL));
HUD.Canvas.DrawText("SA "$Wheels[i].LatSlipAngle * RadToDeg$" ("$Wheels[i].LatSlipAngle$")");
HUD.Canvas.SetPos(ScreenLoc.X, ScreenLoc.Y - (3 * YL));
HUD.Canvas.DrawText("Torque "$Wheels[i].MotorTorque);
HUD.Canvas.SetPos(ScreenLoc.X, ScreenLoc.Y - (4 * YL));
HUD.Canvas.DrawText("SpinVel "$Wheels[i].SpinVel);
// Draw Lines
HUD.Canvas.DrawColor = HUD.RedColor;
EndPoint = WorldLoc + (Wheels[i].LongImpulse * 100 * Wheels[i].LongDirection) - (Wheels[i].WheelRadius * Z);
ScreenEndPoint = HUD.Canvas.Project(EndPoint);
DrawDebugLine(WorldLoc - (Wheels[i].WheelRadius * Z), EndPoint, 255, 0, 0);
HUD.Canvas.SetPos(ScreenEndPoint.X, ScreenEndPoint.Y);
HUD.Canvas.DrawText(Wheels[i].LongImpulse);
HUD.Canvas.DrawColor = HUD.GreenColor;
EndPoint = WorldLoc + (Wheels[i].LatImpulse * 100 * Wheels[i].LatDirection) - (Wheels[i].WheelRadius * Z);
ScreenEndPoint = HUD.Canvas.Project(EndPoint);
DrawDebugLine(WorldLoc - (Wheels[i].WheelRadius * Z), EndPoint, 0, 255, 0);
HUD.Canvas.SetPos(ScreenEndPoint.X, ScreenEndPoint.Y);
HUD.Canvas.DrawText(Wheels[i].LatImpulse);
HUD.Canvas.SetPos(ScreenLoc.X, ScreenLoc.Y + YL);
HUD.Canvas.DrawText(Wheels[i].LatImpulse);
// Draw Axes
HUD.Canvas.DrawColor = MakeColor(255,255,255,255);
HUD.Draw2DLine(ScreenLoc.X, ScreenLoc.Y, ScreenLoc.X + GraphScale, ScreenLoc.Y, MakeColor(0,0,255,255));
HUD.Canvas.SetPos(ScreenLoc.X + GraphScale, ScreenLoc.Y);
HUD.Canvas.DrawText(PI * 0.5f);
HUD.Draw2DLine(ScreenLoc.X, ScreenLoc.Y, ScreenLoc.X, ScreenLoc.Y - GraphScale, MakeColor(0,0,255,255));
HUD.Canvas.SetPos(ScreenLoc.X, ScreenLoc.Y - GraphScale);
HUD.Canvas.DrawText(SimObj.WheelLatExtremumValue);
// Draw Graph
LastForceValue = 0.0f;
for (j=0; j<=GraphScale; j++)
{
ForceValue = HermiteEval(j * ((PI * 0.5f) / GraphScale));
ForceValue = (ForceValue / SimObj.WheelLatExtremumValue) * GraphScale;
HUD.Draw2DLine(ScreenLoc.X + (j - 1), ScreenLoc.Y - LastForceValue, ScreenLoc.X + j, ScreenLoc.Y - ForceValue, MakeColor(0,255,0,255));
LastForceValue = ForceValue;
}
// Draw Force Value
ForceValue = HermiteEval(Abs(Wheels[i].LatSlipAngle));
ForceValueLoc.X = ScreenLoc.X + (Abs(Wheels[i].LatSlipAngle) / (PI * 0.5f)) * GraphScale;
ForceValueLoc.Y = ScreenLoc.Y - (ForceValue / SimObj.WheelLatExtremumValue) * GraphScale;
HUD.Draw2DLine(ForceValueLoc.X - 5, ForceValueLoc.Y, ForceValueLoc.X + 5, ForceValueLoc.Y, MakeColor(255,0,0,255));
HUD.Draw2DLine(ForceValueLoc.X, ForceValueLoc.Y - 5, ForceValueLoc.X, ForceValueLoc.Y + 5, MakeColor(255,0,0,255));
HUD.Canvas.SetPos(ScreenLoc.X, ForceValueLoc.Y);
HUD.Canvas.DrawText(ForceValue);
HUD.Canvas.SetPos(ForceValueLoc.X, ScreenLoc.Y + YL);
HUD.Canvas.DrawText(Wheels[i].LatSlipAngle);
}
}
HUD.Canvas.DrawColor = SaveColor;
}
/**
* Hermite spline evaluation for use with the slip curve debug display
*/
simulated function float HermiteEval(float Slip)
{
local float LatExtremumSlip;
local float LatExtremumValue;
local float LatAsymptoteSlip;
local float LatAsymptoteValue;
local float SlipSquared, SlipCubed;
local float C0, C1, C3;
LatExtremumSlip = SimObj.WheelLatExtremumSlip;
LatExtremumValue = SimObj.WheelLatExtremumValue;
LatAsymptoteSlip = SimObj.WheelLatAsymptoteSlip;
LatAsymptoteValue = SimObj.WheelLatAsymptoteValue;
if (Slip < LatExtremumSlip)
{
Slip /= LatExtremumSlip;
SlipSquared = Slip * Slip;
SlipCubed = SlipSquared * Slip;
C3 = -2.0f * SlipCubed + 3.0f * SlipSquared;
C1 = SlipCubed - 2.0f * SlipSquared + Slip;
return ((C1 + C3) * LatExtremumValue);
}
else if (Slip > LatAsymptoteSlip)
{
return (LatAsymptoteValue);
}
else
{
Slip /= (LatAsymptoteSlip - LatExtremumSlip);
Slip -= LatExtremumSlip;
SlipSquared = Slip * Slip;
SlipCubed = SlipSquared * Slip;
C3 = -2.0f * SlipCubed + 3.0f * SlipSquared;
C0 = 2.0f * SlipCubed - 3.0f * SlipSquared + 1.0f;
return (C0 * LatExtremumValue + C3 * LatAsymptoteValue);
}
}
/**
* Retrieves important SVehicle debug information as an array of strings. That can then be dumped or displayed on HUD.
*/
simulated function GetSVehicleDebug( out Array<String> DebugInfo )
{
DebugInfo[DebugInfo.Length] = "----Vehicle----: ";
DebugInfo[DebugInfo.Length] = "Speed: "$VSize(Velocity)$" Unreal -- "$VSize(Velocity) * 0.0426125$" MPH";
if (Wheels.length > 0)
{
DebugInfo[DebugInfo.Length] = "MotorTorque: "$Wheels[0].MotorTorque;
}
DebugInfo[DebugInfo.Length] = "Throttle: "$OutputGas;
DebugInfo[DebugInfo.Length] = "Brake: "$OutputBrake;
}
defaultproperties
{
TickGroup=TG_PostAsyncWork
Begin Object Class=SkeletalMeshComponent Name=SVehicleMesh
RBChannel=RBCC_Vehicle
RBCollideWithChannels=(Default=TRUE,BlockingVolume=TRUE,GameplayPhysics=TRUE,EffectPhysics=TRUE,Vehicle=TRUE)
BlockActors=true
BlockZeroExtent=true
BlockRigidBody=true
BlockNonzeroExtent=true
CollideActors=true
bForceDiscardRootMotion=true
bUseSingleBodyPhysics=1
bNotifyRigidBodyCollision=true
ScriptRigidBodyCollisionThreshold=250.0
End Object
CollisionComponent=SVehicleMesh
Mesh=SVehicleMesh
Components.Add(SVehicleMesh)
BaseOffset=(Z=128)
CamDist=512
Physics=PHYS_RigidBody
bEdShouldSnap=true
bStatic=false
bCollideActors=true
bCollideWorld=true
bProjTarget=true
bBlockActors=true
bWorldGeometry=false
bCanBeBaseForPawns=true
bAlwaysRelevant=false
RemoteRole=ROLE_SimulatedProxy
bNetInitialRotation=true
bBlocksTeleport=TRUE
// Stay-upright constraint
Begin Object Class=RB_StayUprightSetup Name=MyStayUprightSetup
End Object
StayUprightConstraintSetup=MyStayUprightSetup
Begin Object Class=RB_ConstraintInstance Name=MyStayUprightConstraintInstance
End Object
StayUprightConstraintInstance=MyStayUprightConstraintInstance
// Absolute max physics speed
MaxSpeed=2500
// Absolute max physics angular velocity (Unreal angular units)
MaxAngularVelocity=75000.0
// Inertia Tensor
InertiaTensorMultiplier=(x=1.0,y=1.0,z=1.0)
// Initialize uprighting parameters.
bCanFlip=true
UprightLiftStrength = 225.0;
UprightTorqueStrength = 50.0;
UprightTime = 1.5;
bIsUprighting = false;
// Initialize sound members.
SquealThreshold = 250.0;
SquealLatThreshold=250.0f;
LatAngleVolumeMult=1.0f;
EngineStartOffsetSecs = 2.0;
EngineStopOffsetSecs = 1.0;
HeavySuspensionShiftPercent=0.5f;
RadialImpulseScaling=1.0
bInReverseMode=false
bEnableDebugRendering=true
ChassisMass=1500
bIsTank=FALSE
}