RigsofRods
Soft-body Physics Simulation
ForceFeedback.cpp
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1 /*
2  This source file is part of Rigs of Rods
3  Copyright 2005-2012 Pierre-Michel Ricordel
4  Copyright 2007-2012 Thomas Fischer
5  Copyright 2013-2020 Petr Ohlidal
6 
7  For more information, see http://www.rigsofrods.org/
8 
9  Rigs of Rods is free software: you can redistribute it and/or modify
10  it under the terms of the GNU General Public License version 3, as
11  published by the Free Software Foundation.
12 
13  Rigs of Rods is distributed in the hope that it will be useful,
14  but WITHOUT ANY WARRANTY; without even the implied warranty of
15  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16  GNU General Public License for more details.
17 
18  You should have received a copy of the GNU General Public License
19  along with Rigs of Rods. If not, see <http://www.gnu.org/licenses/>.
20 */
21 
22 #include "ForceFeedback.h"
23 
24 #include "Application.h"
25 #include "Actor.h"
26 #include "Console.h"
27 #include "GameContext.h"
28 #include "InputEngine.h"
29 
30 #include <OISForceFeedback.h>
31 #include <OgreString.h>
32 
33 namespace RoR {
34 
36 {
37  using namespace Ogre;
39  if (!m_device)
40  {
41  return;
42  }
43  LOG(String("ForceFeedback: ")+TOSTRING(m_device->getFFAxesNumber())+" axe(s)");
44 
45  m_device->setAutoCenterMode(false);
46  m_device->setMasterGain(0.0);
47 
48  //do not load effect now, its too early
49 }
50 
51 void ForceFeedback::SetForces(float roll, float pitch, float wspeed, float dircommand, float stress)
52 {
53  if (!m_device) { return; }
54 
55  //LOG(String("ForceFeedback: R=")+TOSTRING(roll)+" D="+TOSTRING(dir)+" S="+TOSTRING(wspeed)+" H="+TOSTRING(stress));
56  if (!m_hydro_effect)
57  {
58  //we create effect at the last moment, because it does not works otherwise
59  m_hydro_effect = new OIS::Effect(OIS::Effect::ConstantForce, OIS::Effect::Constant);
60  m_hydro_effect->direction = OIS::Effect::North;
61  m_hydro_effect->trigger_button = 0;
62  m_hydro_effect->trigger_interval = 0;
63  m_hydro_effect->replay_length = OIS::Effect::OIS_INFINITE; // Linux/Win32: Same behaviour as 0.
64  m_hydro_effect->replay_delay = 0;
65  m_hydro_effect->setNumAxes(1);
66  OIS::ConstantEffect* hydroConstForce = dynamic_cast<OIS::ConstantEffect*>(m_hydro_effect->getForceEffect());
67  if (hydroConstForce != nullptr)
68  {
69  hydroConstForce->level = 0; //-10K to +10k
70  hydroConstForce->envelope.attackLength = 0;
71  hydroConstForce->envelope.attackLevel = (unsigned short)hydroConstForce->level;
72  hydroConstForce->envelope.fadeLength = 0;
73  hydroConstForce->envelope.fadeLevel = (unsigned short)hydroConstForce->level;
74  }
75  m_device->upload(m_hydro_effect);
76  }
77 
78  OIS::ConstantEffect* hydroConstForce = dynamic_cast<OIS::ConstantEffect*>(m_hydro_effect->getForceEffect());
79  if (hydroConstForce != nullptr)
80  {
81  float stress_gain = App::io_ffb_stress_gain->getFloat();
82  float centering_gain = App::io_ffb_center_gain->getFloat();
83  float ff = -stress * stress_gain + dircommand * 100.0 * centering_gain * wspeed * wspeed;
84  if (ff > 10000)
85  ff = 10000;
86  if (ff < -10000)
87  ff = -10000;
88  hydroConstForce->level = ff; //-10K to +10k
89  }
90  m_device->modify(m_hydro_effect);
91 }
92 
94 {
95  if (!m_device) { return; }
96 
97  if (b != m_enabled)
98  {
99  float gain = (b) ? App::io_ffb_master_gain->getFloat() : 0.f;
100  m_device->setMasterGain(gain);
101  }
102  m_enabled = b;
103 }
104 
106 {
107  if (!m_device)
108  {
110  _L("Disabling force feedback - no controller found"));
111  App::io_ffb_enabled->setVal(false);
112  return;
113  }
114 
115  ActorPtr player_actor = App::GetGameContext()->GetPlayerActor();
116  if (player_actor && player_actor->ar_driveable == TRUCK)
117  {
118  Ogre::Vector3 ff_vehicle = player_actor->GetFFbBodyForces();
119  this->SetForces(
120  -ff_vehicle.dotProduct(player_actor->GetCameraRoll()) / 10000.0,
121  ff_vehicle.dotProduct(player_actor->GetCameraDir()) / 10000.0,
122  player_actor->ar_wheel_speed,
123  player_actor->ar_hydro_dir_command,
124  player_actor->GetFFbHydroForces());
125  }
126 }
127 
128 } // namespace RoR
GameContext.h
Game state manager and message-queue provider.
RoR::TRUCK
@ TRUCK
its a truck (or other land vehicle)
Definition: SimData.h:93
ForceFeedback.h
RoR::ForceFeedback::SetForces
void SetForces(float roll, float pitch, float wspeed, float dircommand, float stress)
Called by Update(); we take here : -roll and pitch inertial forces at the camera: this is not used cu...
Definition: ForceFeedback.cpp:51
RoR::InputEngine::getForceFeedbackDevice
OIS::ForceFeedback * getForceFeedbackDevice()
Definition: InputEngine.h:569
RoR::ForceFeedback::m_hydro_effect
OIS::Effect * m_hydro_effect
Definition: ForceFeedback.h:46
RoR::ForceFeedback::m_enabled
bool m_enabled
Definition: ForceFeedback.h:47
Console.h
RoR::Console::putMessage
void putMessage(MessageArea area, MessageType type, std::string const &msg, std::string icon="")
Definition: Console.cpp:97
RoR::App::io_ffb_enabled
CVar * io_ffb_enabled
Definition: Application.cpp:192
RoR::App::io_ffb_master_gain
CVar * io_ffb_master_gain
Definition: Application.cpp:195
RefCountingObjectPtr< Actor >
Actor.h
RoR::ForceFeedback::Update
void Update()
Reads data from simulation.
Definition: ForceFeedback.cpp:105
TOSTRING
#define TOSTRING(x)
Definition: Application.h:56
RoR::ForceFeedback::Setup
void Setup()
Definition: ForceFeedback.cpp:35
RoR::App::io_ffb_center_gain
CVar * io_ffb_center_gain
Definition: Application.cpp:194
Application.h
Central state/object manager and communications hub.
RoR::App::GetConsole
Console * GetConsole()
Definition: Application.cpp:270
RoR::App::GetGameContext
GameContext * GetGameContext()
Definition: Application.cpp:280
RoR::App::io_ffb_stress_gain
CVar * io_ffb_stress_gain
Definition: Application.cpp:196
RoR::CVar::setVal
void setVal(T val)
Definition: CVar.h:72
_L
#define _L
Definition: ErrorUtils.cpp:34
RoR::ForceFeedback::m_device
OIS::ForceFeedback * m_device
Definition: ForceFeedback.h:45
RoR::App::GetInputEngine
InputEngine * GetInputEngine()
Definition: Application.cpp:271
InputEngine.h
Handles controller inputs from player. Defines input events and binding mechanism,...
RoR::CVar::getFloat
float getFloat() const
Definition: CVar.h:96
Ogre
Definition: ExtinguishableFireAffector.cpp:35
RoR::Console::CONSOLE_SYSTEM_WARNING
@ CONSOLE_SYSTEM_WARNING
Definition: Console.h:53
RoR::Console::CONSOLE_MSGTYPE_INFO
@ CONSOLE_MSGTYPE_INFO
Generic message.
Definition: Console.h:60
RoR::ForceFeedback::SetEnabled
void SetEnabled(bool v)
Definition: ForceFeedback.cpp:93
RoR::GameContext::GetPlayerActor
const ActorPtr & GetPlayerActor()
Definition: GameContext.h:134
RoR
Definition: AppContext.h:36