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fixes to CBoat

This commit is contained in:
aap 2020-07-01 18:03:52 +02:00
parent a1356f1001
commit 575f35f2c4
4 changed files with 48 additions and 39 deletions

View file

@ -259,6 +259,14 @@ public:
m_matrix.at.y = 0.0f;
m_matrix.at.z = 1.0f;
}
void SetTranslateOnly(float x, float y, float z) {
m_matrix.pos.x = x;
m_matrix.pos.y = y;
m_matrix.pos.z = z;
}
void SetTranslateOnly(const CVector& pos) {
SetTranslateOnly(pos.x, pos.y, pos.z);
}
};

View file

@ -47,7 +47,7 @@ CBoat::CBoat(int mi, uint8 owner) : CVehicle(owner)
m_fBrake = 0.0f;
m_fSteeringLeftRight = 0.0f;
m_nPadID = 0;
m_fMovingHiRotation = 0.0f;
m_fMovingRotation = 0.0f;
SetModelIndex(mi);
pHandling = mod_HandlingManager.GetHandlingData((eHandlingId)minfo->m_handlingId);
@ -63,11 +63,11 @@ CBoat::CBoat(int mi, uint8 owner) : CVehicle(owner)
m_fGasPedal = 0.0f;
m_fBrakePedal = 0.0f;
m_fPropellerZ = 0.25f;
m_fPropellerY = 0.35f;
m_waterMoveDrag = CVector(0.7f, 0.998f, 0.999f);
m_waterTurnDrag = CVector(0.85f, 0.96f, 0.96f);
_unk2 = false;
m_fThrustZ = 0.25f;
m_fThrustY = 0.35f;
m_vecMoveRes = CVector(0.7f, 0.998f, 0.999f);
m_vecTurnRes = CVector(0.85f, 0.96f, 0.96f);
m_boat_unused3 = false;
m_fVolumeUnderWater = 7.0f;
m_fPrevVolumeUnderWater = 7.0f;
@ -79,7 +79,7 @@ CBoat::CBoat(int mi, uint8 owner) : CVehicle(owner)
bIsInWater = true;
m_phys_unused1 = 0.0f;
m_boat_unused2 = 0;
m_bIsAnchored = true;
m_fOrientation = INVALID_ORIENTATION;
bTouchingWater = true;
@ -290,7 +290,7 @@ CBoat::ProcessControl(void)
}
// Handle boat moving forward
if(Abs(m_fGasPedal) > 0.05f || m_vecMoveSpeed.Magnitude() > 0.01f){
if(Abs(m_fGasPedal) > 0.05f || m_vecMoveSpeed.Magnitude2D() > 0.01f){
if(bBoatInWater)
AddWakePoint(GetPosition());
@ -299,7 +299,7 @@ CBoat::ProcessControl(void)
steerFactor = 1.0f - DotProduct(m_vecMoveSpeed, GetForward())*0.3f;
if(steerFactor < 0.0f) steerFactor = 0.0f;
CVector propeller(0.0f, -pHandling->Dimension.y*m_fPropellerY, -pHandling->Dimension.z*m_fPropellerZ);
CVector propeller(0.0f, -pHandling->Dimension.y*m_fThrustY, -pHandling->Dimension.z*m_fThrustZ);
propeller = Multiply3x3(GetMatrix(), propeller);
CVector propellerWorld = GetPosition() + propeller;
@ -396,7 +396,7 @@ CBoat::ProcessControl(void)
}
}else if(!onLand){
float force = 50.0f*DotProduct(m_vecMoveSpeed, GetForward());
if(force > 10.0f) force = 10.0f;
force = Min(force, 10.0f);
CVector propellerForce = propellerDepth * Multiply3x3(GetMatrix(), force*CVector(-steerSin, 0.0f, 0.0f));
ApplyMoveForce(propellerForce * CTimer::GetTimeStep()*0.5f);
ApplyTurnForce(propellerForce * CTimer::GetTimeStep()*0.5f, propeller);
@ -415,9 +415,9 @@ CBoat::ProcessControl(void)
ApplyWaterResistance();
// No idea what exactly is going on here besides drag in YZ
float fx = Pow(m_waterTurnDrag.x, CTimer::GetTimeStep());
float fy = Pow(m_waterTurnDrag.y, CTimer::GetTimeStep());
float fz = Pow(m_waterTurnDrag.z, CTimer::GetTimeStep());
float fx = Pow(m_vecTurnRes.x, CTimer::GetTimeStep());
float fy = Pow(m_vecTurnRes.y, CTimer::GetTimeStep());
float fz = Pow(m_vecTurnRes.z, CTimer::GetTimeStep());
m_vecTurnSpeed = Multiply3x3(m_vecTurnSpeed, GetMatrix()); // invert - to local space
// TODO: figure this out
float magic = 1.0f/(1000.0f * SQR(m_vecTurnSpeed.x) + 1.0f) * fx;
@ -525,7 +525,7 @@ CBoat::ProcessControl(void)
// is this some inlined CPlaceable method?
CVector pos = GetPosition();
GetMatrix().RotateZ(m_fOrientation - GetForward().Heading());
GetMatrix().GetPosition() = pos;
GetMatrix().SetTranslateOnly(pos);
}
}
@ -562,12 +562,12 @@ CBoat::ApplyWaterResistance(void)
{
float fwdSpeed = DotProduct(GetMoveSpeed(), GetForward());
// TODO: figure out how this works
float magic = (SQR(fwdSpeed) + 0.05f) * (0.001f * SQR(m_fVolumeUnderWater) * m_fMass) + 1.0f;
float resistance = 0.001f * SQR(m_fVolumeUnderWater) * m_fMass;
float magic = (SQR(fwdSpeed) + 0.05f) * resistance + 1.0f;
magic = Abs(magic);
// FRAMETIME
float fx = Pow(m_waterMoveDrag.x/magic, 0.5f*CTimer::GetTimeStep());
float fy = Pow(m_waterMoveDrag.y/magic, 0.5f*CTimer::GetTimeStep());
float fz = Pow(m_waterMoveDrag.z/magic, 0.5f*CTimer::GetTimeStep());
float fx = Pow(m_vecMoveRes.x/magic, 0.5f*CTimer::GetTimeStep());
float fy = Pow(m_vecMoveRes.y/magic, 0.5f*CTimer::GetTimeStep());
float fz = Pow(m_vecMoveRes.z/magic, 0.5f*CTimer::GetTimeStep());
m_vecMoveSpeed = Multiply3x3(m_vecMoveSpeed, GetMatrix()); // invert - to local space
m_vecMoveSpeed.x *= fx;
@ -685,7 +685,7 @@ CBoat::BlowUpCar(CEntity *culprit)
dist.Normalise();
if(GetUp().z > 0.0f)
dist += GetUp();
obj->GetMatrix().GetPosition() += GetUp();
obj->GetMatrix().GetPosition() += dist;
CWorld::Add(obj);
@ -707,7 +707,7 @@ CBoat::Render()
matrix.Attach(RwFrameGetMatrix(m_aBoatNodes[BOAT_MOVING]));
CVector pos = matrix.GetPosition();
matrix.SetRotateZ(m_fMovingHiRotation);
matrix.SetRotateZ(m_fMovingRotation);
matrix.Translate(pos);
matrix.UpdateRW();
@ -715,20 +715,20 @@ CBoat::Render()
RpAtomicRender((RpAtomic*)GetFirstObject(m_aBoatNodes[BOAT_MOVING]));
}
}
m_fMovingHiRotation += 0.05f;
m_fMovingRotation += 0.05f;
((CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()))->SetVehicleColour(m_currentColour1, m_currentColour2);
if (!CVehicle::bWheelsOnlyCheat)
CEntity::Render();
RwIm3DVertexSetRGBA(&KeepWaterOutVertices[0], 255, 255, 255, 255);
KeepWaterOutIndices[0] = 0;
RwIm3DVertexSetRGBA(&KeepWaterOutVertices[1], 255, 255, 255, 255);
KeepWaterOutIndices[1] = 2;
RwIm3DVertexSetRGBA(&KeepWaterOutVertices[2], 255, 255, 255, 255);
KeepWaterOutIndices[2] = 1;
RwIm3DVertexSetRGBA(&KeepWaterOutVertices[3], 255, 255, 255, 255);
KeepWaterOutIndices[3] = 1;
KeepWaterOutIndices[4] = 2;
KeepWaterOutIndices[5] = 3;
RwIm3DVertexSetRGBA(&KeepWaterOutVertices[0], 255, 255, 255, 255);
RwIm3DVertexSetRGBA(&KeepWaterOutVertices[1], 255, 255, 255, 255);
RwIm3DVertexSetRGBA(&KeepWaterOutVertices[2], 255, 255, 255, 255);
RwIm3DVertexSetRGBA(&KeepWaterOutVertices[3], 255, 255, 255, 255);
switch (GetModelIndex()) {
case MI_SPEEDER:
RwIm3DVertexSetPos(&KeepWaterOutVertices[0], -1.15f, 3.61f, 1.03f);

View file

@ -6,33 +6,34 @@ enum eBoatNodes
{
BOAT_MOVING = 1,
BOAT_RUDDER,
BOAT_WINDSCREEN
BOAT_WINDSCREEN,
NUM_BOAT_NODES
};
class CBoat : public CVehicle
{
public:
// 0x288
float m_fPropellerZ;
float m_fPropellerY;
CVector m_waterMoveDrag;
CVector m_waterTurnDrag;
float m_fMovingHiRotation;
int32 _unk0;
RwFrame *m_aBoatNodes[4];
float m_fThrustZ;
float m_fThrustY;
CVector m_vecMoveRes;
CVector m_vecTurnRes;
float m_fMovingRotation;
int32 m_boat_unused1;
RwFrame *m_aBoatNodes[NUM_BOAT_NODES];
uint8 bBoatInWater : 1;
uint8 bPropellerInWater : 1;
bool m_bIsAnchored;
float m_fOrientation;
int32 _unk1;
int32 m_boat_unused2;
float m_fDamage;
CEntity *m_pSetOnFireEntity;
bool _unk2;
bool m_boat_unused3;
float m_fAccelerate;
float m_fBrake;
float m_fSteeringLeftRight;
uint8 m_nPadID;
int32 _unk3;
int32 m_boat_unused4;
float m_fVolumeUnderWater;
CVector m_vecBuoyancePoint;
float m_fPrevVolumeUnderWater;

View file

@ -9,10 +9,10 @@
cBuoyancy mod_Buoyancy;
static float fVolMultiplier = 1.0f;
float fVolMultiplier = 1.0f;
// amount of boat volume in bounding box
// 1.0-volume is the empty space in the bbox
static float fBoatVolumeDistribution[9] = {
float fBoatVolumeDistribution[9] = {
// rear
0.75f, 0.9f, 0.75f,
0.95f, 1.0f, 0.95f,