finished CPhysical

This commit is contained in:
aap 2019-07-07 11:13:12 +02:00
parent 533f265f55
commit 219a65b81a
3 changed files with 55 additions and 11 deletions

View File

@ -144,7 +144,7 @@ void CUpsideDownCarCheck::Init()
bool CUpsideDownCarCheck::IsCarUpsideDown(int32 id)
{
CVehicle* v = CPools::GetVehiclePool()->GetAt(id);
return v->GetMatrix().GetUp()->z <= -0.97f &&
return v->GetUp().z <= -0.97f &&
v->GetMoveSpeed().Magnitude() < 0.01f &&
v->GetTurnSpeed().Magnitude() < 0.02f;
}

View File

@ -304,6 +304,22 @@ CPhysical::RemoveRefsToEntity(CEntity *ent)
}
}
void
CPhysical::PlacePhysicalRelativeToOtherPhysical(CPhysical *other, CPhysical *phys, CVector localPos)
{
CVector worldPos = other->GetMatrix() * localPos;
float step = 0.9f * CTimer::GetTimeStep();
CVector pos = other->m_vecMoveSpeed*step + worldPos;
CWorld::Remove(phys);
phys->GetMatrix() = other->GetMatrix();
phys->GetPosition() = pos;
phys->m_vecMoveSpeed = other->m_vecMoveSpeed;
phys->GetMatrix().UpdateRW();
phys->UpdateRwFrame();
CWorld::Add(phys);
}
int32
CPhysical::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
{
@ -434,15 +450,38 @@ CPhysical::ApplyFrictionTurnForce(float jx, float jy, float jz, float px, float
m_vecTurnFriction += turnimpulse*(1.0f/m_fTurnMass);
}
void
CPhysical::ApplySpringCollision(float f1, CVector &v, CVector &p, float f2, float f3)
bool
CPhysical::ApplySpringCollision(float springConst, CVector &springDir, CVector &point, float springRatio, float bias)
{
if(1.0f - f2 <= 0.0f)
return;
float compression = 1.0f - springRatio;
if(compression > 0.0f){
float step = min(CTimer::GetTimeStep(), 3.0f);
float strength = -0.008f*m_fMass*2.0f*step * f1 * (1.0f-f2) * f3;
ApplyMoveForce(v*strength);
ApplyTurnForce(v*strength, p);
float impulse = -0.008f*m_fMass*step * springConst * compression * bias*2.0f;
ApplyMoveForce(springDir*impulse);
ApplyTurnForce(springDir*impulse, point);
}
return true;
}
// What exactly is speed?
bool
CPhysical::ApplySpringDampening(float damping, CVector &springDir, CVector &point, CVector &speed)
{
float speedA = DotProduct(speed, springDir);
float speedB = DotProduct(GetSpeed(point), springDir);
float step = min(CTimer::GetTimeStep(), 3.0f);
float impulse = -damping * (speedA + speedB)/2.0f * m_fMass * step * 0.53f;
// what is this?
float a = m_fTurnMass / ((point.MagnitudeSqr() + 1.0f) * 2.0f * m_fMass);
a = min(a, 1.0f);
float b = fabs(impulse / (speedB * m_fMass));
if(a < b)
impulse *= a/b;
ApplyMoveForce(springDir*impulse);
ApplyTurnForce(springDir*impulse, point);
return true;
}
void
@ -1909,6 +1948,7 @@ STARTPATCHES
InjectHook(0x4970C0, &CPhysical::AddCollisionRecord_Treadable, PATCH_JUMP);
InjectHook(0x497240, &CPhysical::GetHasCollidedWith, PATCH_JUMP);
InjectHook(0x49F820, &CPhysical::RemoveRefsToEntity, PATCH_JUMP);
InjectHook(0x49F890, &CPhysical::PlacePhysicalRelativeToOtherPhysical, PATCH_JUMP);
#define F3 float, float, float
InjectHook(0x495B10, &CPhysical::ApplyMoveSpeed, PATCH_JUMP);
@ -1918,6 +1958,7 @@ STARTPATCHES
InjectHook(0x495D90, (void (CPhysical::*)(F3))&CPhysical::ApplyFrictionMoveForce, PATCH_JUMP);
InjectHook(0x495E10, (void (CPhysical::*)(F3, F3))&CPhysical::ApplyFrictionTurnForce, PATCH_JUMP);
InjectHook(0x499890, &CPhysical::ApplySpringCollision, PATCH_JUMP);
InjectHook(0x499990, &CPhysical::ApplySpringDampening, PATCH_JUMP);
InjectHook(0x495B50, &CPhysical::ApplyGravity, PATCH_JUMP);
InjectHook(0x495B80, (void (CPhysical::*)(void))&CPhysical::ApplyFriction, PATCH_JUMP);
InjectHook(0x495C20, &CPhysical::ApplyAirResistance, PATCH_JUMP);

View File

@ -81,6 +81,7 @@ public:
void AddCollisionRecord_Treadable(CEntity *ent);
bool GetHasCollidedWith(CEntity *ent);
void RemoveRefsToEntity(CEntity *ent);
static void PlacePhysicalRelativeToOtherPhysical(CPhysical *other, CPhysical *phys, CVector localPos);
float GetDistanceSq(void) { return m_vecMoveSpeed.MagnitudeSqr() * sq(CTimer::GetTimeStep()); }
// get speed of point p relative to entity center
@ -120,7 +121,9 @@ public:
void ApplyFrictionMoveForce(const CVector &j) { ApplyFrictionMoveForce(j.x, j.y, j.z); }
void ApplyFrictionTurnForce(float jx, float jy, float jz, float rx, float ry, float rz);
void ApplyFrictionTurnForce(const CVector &j, const CVector &p) { ApplyFrictionTurnForce(j.x, j.y, j.z, p.x, p.y, p.z); }
void ApplySpringCollision(float f1, CVector &v, CVector &p, float f2, float f3);
// springRatio: 1.0 fully extended, 0.0 fully compressed
bool ApplySpringCollision(float springConst, CVector &springDir, CVector &point, float springRatio, float bias);
bool ApplySpringDampening(float damping, CVector &springDir, CVector &point, CVector &speed);
void ApplyGravity(void);
void ApplyFriction(void);
void ApplyAirResistance(void);