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https://git.rip/DMCA_FUCKER/re3.git
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CPhysical
This commit is contained in:
parent
380f7bc417
commit
a53ca58e56
2
librw
2
librw
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@ -1 +1 @@
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Subproject commit 3971dda001cba9c7dc67e86bc0b54a2c7568578f
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Subproject commit 661feeabf4a4f0a8b0bee23b53ba557a14352d00
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@ -50,6 +50,7 @@ public:
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int32 m_nExplosionsSinceLastReward;
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int32 field_268;
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int32 field_272;
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int32 m_nHavocCaused; // TODO: check offset
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bool m_bInfiniteSprint;
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bool m_bFastReload;
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bool m_bFireproof;
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@ -57,6 +57,7 @@ int32 CStats::mmRain;
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int32 CStats::CarsCrushed;
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int32 CStats::FastestTimes[CStats::TOTAL_FASTEST_TIMES];
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int32 CStats::HighestScores[CStats::TOTAL_HIGHEST_SCORES];
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int32 CStats::PropertyDestroyed;
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int32 CStats::Sprayings;
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float CStats::AutoPaintingBudget;
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@ -62,6 +62,7 @@ public:
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static int32 CarsCrushed;
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static int32 FastestTimes[TOTAL_FASTEST_TIMES];
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static int32 HighestScores[TOTAL_HIGHEST_SCORES];
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static int32 PropertyDestroyed;
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static int32 Sprayings;
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static float AutoPaintingBudget;
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static int32 NoMoreHurricanes;
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@ -56,39 +56,41 @@ int
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CSurfaceTable::GetAdhesionGroup(uint8 surfaceType)
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{
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switch(surfaceType){
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case SURFACE_0: return ADHESIVE_ROAD;
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case SURFACE_1: return ADHESIVE_ROAD;
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case SURFACE_2: return ADHESIVE_LOOSE;
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case SURFACE_3: return ADHESIVE_LOOSE;
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case SURFACE_4: return ADHESIVE_HARD;
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case SURFACE_5: return ADHESIVE_ROAD;
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case SURFACE_6: return ADHESIVE_HARD;
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case SURFACE_7: return ADHESIVE_HARD;
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case SURFACE_8: return ADHESIVE_HARD;
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case SURFACE_9: return ADHESIVE_HARD;
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case SURFACE_10: return ADHESIVE_HARD;
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case SURFACE_11: return ADHESIVE_HARD;
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case SURFACE_12: return ADHESIVE_HARD;
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case SURFACE_13: return ADHESIVE_HARD;
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case SURFACE_14: return ADHESIVE_HARD;
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case SURFACE_15: return ADHESIVE_HARD;
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case SURFACE_16: return ADHESIVE_HARD;
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case SURFACE_17: return ADHESIVE_RUBBER;
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case SURFACE_18: return ADHESIVE_LOOSE;
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case SURFACE_19: return ADHESIVE_WET;
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case SURFACE_20: return ADHESIVE_ROAD;
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case SURFACE_21: return ADHESIVE_ROAD;
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case SURFACE_22: return ADHESIVE_ROAD;
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case SURFACE_23: return ADHESIVE_RUBBER;
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case SURFACE_24: return ADHESIVE_HARD;
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case SURFACE_25: return ADHESIVE_LOOSE;
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case SURFACE_26: return ADHESIVE_LOOSE;
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case SURFACE_27: return ADHESIVE_HARD;
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case SURFACE_28: return ADHESIVE_HARD;
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case SURFACE_29: return ADHESIVE_RUBBER;
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case SURFACE_30: return ADHESIVE_LOOSE;
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case SURFACE_31: return ADHESIVE_HARD;
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case SURFACE_32: return ADHESIVE_HARD;
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case SURFACE_DEFAULT: return ADHESIVE_ROAD;
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case SURFACE_TARMAC: return ADHESIVE_ROAD;
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case SURFACE_GRASS: return ADHESIVE_LOOSE;
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case SURFACE_DIRT: return ADHESIVE_LOOSE;
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case SURFACE_DIRTTRACK: return ADHESIVE_HARD;
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case SURFACE_PAVEMENT: return ADHESIVE_ROAD;
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case SURFACE_METAL6: return ADHESIVE_HARD;
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case SURFACE_GLASS: return ADHESIVE_HARD;
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case SURFACE_SCAFFOLD: return ADHESIVE_HARD;
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case SURFACE_METAL_DOOR: return ADHESIVE_HARD;
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case SURFACE_BILLBOARD: return ADHESIVE_HARD;
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case SURFACE_STEEL: return ADHESIVE_HARD;
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case SURFACE_METAL_POLE: return ADHESIVE_HARD;
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case SURFACE_STREET_LIGHT: return ADHESIVE_HARD;
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case SURFACE_METAL14: return ADHESIVE_HARD;
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case SURFACE_METAL15: return ADHESIVE_HARD;
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case SURFACE_METAL_FENCE: return ADHESIVE_HARD;
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case SURFACE_FLESH: return ADHESIVE_RUBBER;
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case SURFACE_SAND: return ADHESIVE_SAND;
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case SURFACE_PUDDLE: return ADHESIVE_WET;
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case SURFACE_WOOD: return ADHESIVE_ROAD;
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case SURFACE_WOOD_BOX: return ADHESIVE_ROAD;
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case SURFACE_WOOD_PLANK: return ADHESIVE_ROAD;
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case SURFACE_TIRE: return ADHESIVE_RUBBER;
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case SURFACE_HARD24: return ADHESIVE_HARD;
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case SURFACE_HEDGE: return ADHESIVE_LOOSE;
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case SURFACE_STONE: return ADHESIVE_LOOSE;
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case SURFACE_METAL27: return ADHESIVE_HARD;
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case SURFACE_METAL28: return ADHESIVE_HARD;
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case SURFACE_RUBBER29: return ADHESIVE_RUBBER;
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case SURFACE_LOOSE30: return ADHESIVE_LOOSE;
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case SURFACE_BOLLARD: return ADHESIVE_HARD;
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case SURFACE_GATE: return ADHESIVE_HARD;
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case SURFACE_SAND33: return ADHESIVE_SAND;
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case SURFACE_ROAD34: return ADHESIVE_ROAD;
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default: return ADHESIVE_ROAD;
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}
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}
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@ -97,40 +99,45 @@ float
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CSurfaceTable::GetWetMultiplier(uint8 surfaceType)
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{
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switch(surfaceType){
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case SURFACE_0:
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case SURFACE_1:
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case SURFACE_4:
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case SURFACE_5:
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case SURFACE_8:
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case SURFACE_20:
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case SURFACE_21:
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case SURFACE_22:
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case SURFACE_25:
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case SURFACE_30:
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case SURFACE_31:
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case SURFACE_DEFAULT:
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case SURFACE_TARMAC:
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case SURFACE_DIRTTRACK:
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case SURFACE_PAVEMENT:
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case SURFACE_SCAFFOLD:
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case SURFACE_WOOD:
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case SURFACE_WOOD_BOX:
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case SURFACE_WOOD_PLANK:
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case SURFACE_HEDGE:
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case SURFACE_LOOSE30:
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case SURFACE_BOLLARD:
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case SURFACE_ROAD34:
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return 1.0f - CWeather::WetRoads*0.25f;
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case SURFACE_2:
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case SURFACE_6:
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case SURFACE_7:
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case SURFACE_9:
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case SURFACE_10:
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case SURFACE_11:
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case SURFACE_12:
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case SURFACE_13:
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case SURFACE_14:
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case SURFACE_15:
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case SURFACE_16:
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case SURFACE_17:
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case SURFACE_23:
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case SURFACE_24:
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case SURFACE_26:
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case SURFACE_27:
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case SURFACE_28:
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case SURFACE_29:
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case SURFACE_32:
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case SURFACE_GRASS:
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case SURFACE_METAL6:
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case SURFACE_GLASS:
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case SURFACE_METAL_DOOR:
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case SURFACE_BILLBOARD:
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case SURFACE_STEEL:
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case SURFACE_METAL_POLE:
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case SURFACE_STREET_LIGHT:
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case SURFACE_METAL14:
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case SURFACE_METAL15:
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case SURFACE_METAL_FENCE:
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case SURFACE_FLESH:
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case SURFACE_TIRE:
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case SURFACE_HARD24:
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case SURFACE_STONE:
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case SURFACE_METAL27:
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case SURFACE_METAL28:
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case SURFACE_RUBBER29:
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case SURFACE_GATE:
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return 1.0f - CWeather::WetRoads*0.4f;
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case SURFACE_SAND:
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case SURFACE_SAND33:
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return 1.0f - CWeather::WetRoads*0.5f;
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default:
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return 1.0f;
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}
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@ -1,47 +1,6 @@
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#pragma once
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enum
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{
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SURFACE_0,
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SURFACE_1,
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SURFACE_2,
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SURFACE_3,
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SURFACE_4,
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SURFACE_5,
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SURFACE_6,
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SURFACE_7,
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SURFACE_8,
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SURFACE_9,
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SURFACE_10,
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SURFACE_11,
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SURFACE_12,
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SURFACE_13,
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SURFACE_14,
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SURFACE_15,
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SURFACE_16,
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SURFACE_17,
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SURFACE_18,
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SURFACE_19,
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SURFACE_20,
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SURFACE_21,
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SURFACE_22,
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SURFACE_23,
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SURFACE_24,
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SURFACE_25,
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SURFACE_26,
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SURFACE_27,
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SURFACE_28,
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SURFACE_29,
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SURFACE_30,
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SURFACE_31,
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SURFACE_32,
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NUMSURFACETYPES
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};
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// From nick
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// TODO: check and use this
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// TODO: check this
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enum eSurfaceType
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{
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SURFACE_DEFAULT,
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@ -77,8 +36,6 @@ enum eSurfaceType
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SURFACE_LOOSE30,
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SURFACE_BOLLARD,
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SURFACE_GATE,
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// These are illegal
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SURFACE_SAND33,
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SURFACE_ROAD34,
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};
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@ -89,6 +46,7 @@ enum
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ADHESIVE_HARD,
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ADHESIVE_ROAD,
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ADHESIVE_LOOSE,
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ADHESIVE_SAND,
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ADHESIVE_WET,
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NUMADHESIVEGROUPS
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@ -30,6 +30,7 @@ enum eEntityStatus : uint8
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STATUS_PLANE,
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STATUS_PLAYER_REMOTE,
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STATUS_PLAYER_DISABLED,
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STATUS_12, // TODO: what is this? used in CPhysical::ApplyAirResistance
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};
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class CEntity : public CPlaceable
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@ -1,7 +1,9 @@
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#include "common.h"
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#include "World.h"
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#include "General.h"
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#include "Timer.h"
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#include "Stats.h"
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#include "ModelIndices.h"
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#include "Treadable.h"
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#include "Vehicle.h"
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@ -15,8 +17,11 @@
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#include "CarCtrl.h"
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#include "DMAudio.h"
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#include "Automobile.h"
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#include "Pickups.h"
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#include "Physical.h"
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//--MIAMI: file done except one bike thing
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CPhysical::CPhysical(void)
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{
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int i;
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@ -37,6 +42,7 @@ CPhysical::CPhysical(void)
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m_aCollisionRecords[i] = nil;
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m_bIsVehicleBeingShifted = false;
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bJustCheckCollision = false;
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m_nDamagePieceType = 0;
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m_fDamageImpulse = 0.0f;
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@ -45,25 +51,26 @@ CPhysical::CPhysical(void)
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bUsesCollision = true;
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m_audioEntityId = -5;
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unk1 = 100.0f;
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m_phys_unused1 = 100.0f;
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m_vecCentreOfMass = CVector(0.0f, 0.0f, 0.0f);
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field_EC = 0;
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m_phys_unused2 = 0;
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bIsHeavy = false;
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bAffectedByGravity = true;
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bInfiniteMass = false;
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m_phy_flagA08 = false;
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bIsInWater = false;
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bHitByTrain = false;
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bSkipLineCol = false;
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m_fDistanceTravelled = 0.0f;
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m_treadable[PATH_CAR] = nil;
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m_treadable[PATH_PED] = nil;
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m_phy_flagA10 = false;
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m_phy_flagA20 = false;
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m_nZoneLevel = LEVEL_NONE;
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bIsFrozen = false;
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bDontLoadCollision = false;
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}
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CPhysical::~CPhysical(void)
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@ -264,7 +271,6 @@ CPhysical::AddCollisionRecord(CEntity *ent)
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}
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}
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//--MIAMI: done
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void
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CPhysical::AddCollisionRecord_Treadable(CEntity *ent)
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{
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@ -401,18 +407,26 @@ CPhysical::GetSpeed(const CVector &r)
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void
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CPhysical::ApplyMoveSpeed(void)
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{
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if(bIsFrozen)
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m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
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else
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GetMatrix().Translate(m_vecMoveSpeed * CTimer::GetTimeStep());
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}
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void
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CPhysical::ApplyTurnSpeed(void)
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{
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if(bIsFrozen){
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m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
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}else{
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// Move the coordinate axes by their speed
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// Note that this denormalizes the matrix
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CVector turnvec = m_vecTurnSpeed*CTimer::GetTimeStep();
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GetRight() += CrossProduct(turnvec, GetRight());
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GetForward() += CrossProduct(turnvec, GetForward());
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GetUp() += CrossProduct(turnvec, GetUp());
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}
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}
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void
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@ -456,6 +470,21 @@ CPhysical::ApplySpringCollision(float springConst, CVector &springDir, CVector &
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return true;
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}
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bool
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CPhysical::ApplySpringCollisionAlt(float springConst, CVector &springDir, CVector &point, float springRatio, float bias, CVector &forceDir)
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{
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float compression = 1.0f - springRatio;
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if(compression > 0.0f){
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if(DotProduct(springDir, forceDir) > 0.0f)
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forceDir *= -1.0f;
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float step = Min(CTimer::GetTimeStep(), 3.0f);
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float impulse = -GRAVITY*m_fMass*step * springConst * compression * bias*2.0f;
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ApplyMoveForce(forceDir*impulse);
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ApplyTurnForce(forceDir*impulse, point);
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}
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return true;
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}
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// What exactly is speed?
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bool
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CPhysical::ApplySpringDampening(float damping, CVector &springDir, CVector &point, CVector &speed)
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@ -464,6 +493,8 @@ CPhysical::ApplySpringDampening(float damping, CVector &springDir, CVector &poin
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float speedB = DotProduct(GetSpeed(point), springDir);
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float step = Min(CTimer::GetTimeStep(), 3.0f);
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float impulse = -damping * (speedA + speedB)/2.0f * m_fMass * step * 0.53f;
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if(bIsHeavy)
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impulse *= 2.0f;
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// what is this?
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float a = m_fTurnMass / ((point.MagnitudeSqr() + 1.0f) * 2.0f * m_fMass);
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@ -497,9 +528,11 @@ void
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CPhysical::ApplyAirResistance(void)
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{
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if(m_fAirResistance > 0.1f){
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if(GetStatus() != STATUS_12){
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float f = Pow(m_fAirResistance, CTimer::GetTimeStep());
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m_vecMoveSpeed *= f;
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m_vecTurnSpeed *= f;
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}
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}else{
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float f = Pow(1.0f/(m_fAirResistance*0.5f*m_vecMoveSpeed.MagnitudeSqr() + 1.0f), CTimer::GetTimeStep());
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m_vecMoveSpeed *= f;
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@ -507,7 +540,6 @@ CPhysical::ApplyAirResistance(void)
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}
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}
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bool
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CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, float &impulseB)
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{
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@ -515,32 +547,38 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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CPhysical *A = this;
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CObject *Bobj = (CObject*)B;
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bool foo = false; // TODO: what does this mean?
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bool ispedcontactA = false;
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bool ispedcontactB = false;
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float timestepA;
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float massFactorA;
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if(B->bPedPhysics){
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timestepA = 10.0f;
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massFactorA = 10.0f;
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if(B->IsPed() && ((CPed*)B)->m_pCurrentPhysSurface == A)
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ispedcontactA = true;
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}else
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timestepA = A->bIsHeavy ? 2.0f : 1.0f;
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massFactorA = A->bIsHeavy ? 2.0f : 1.0f;
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float timestepB;
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float massFactorB;
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if(A->bPedPhysics){
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if(A->IsPed() && ((CPed*)A)->IsPlayer() && B->IsVehicle() &&
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(B->GetStatus() == STATUS_ABANDONED || B->GetStatus() == STATUS_WRECKED || A->bHasHitWall))
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timestepB = 2200.0f / B->m_fMass;
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massFactorB = 1.0f/(Max(B->m_fMass - 2000.0f, 0.0f)/5000.0f + 1.0f);
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else
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timestepB = 10.0f;
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massFactorB = 10.0f;
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if(A->IsPed() && ((CPed*)A)->m_pCurrentPhysSurface == B)
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ispedcontactB = true;
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}else
|
||||
timestepB = B->bIsHeavy ? 2.0f : 1.0f;
|
||||
massFactorB = B->bIsHeavy ? 2.0f : 1.0f;
|
||||
|
||||
if(B->bInfiniteMass && !B->m_phy_flagA08){
|
||||
ispedcontactB = false;
|
||||
foo = true;
|
||||
}
|
||||
|
||||
float speedA, speedB;
|
||||
if(B->IsStatic()){
|
||||
if(B->IsStatic() && !foo){
|
||||
if(A->bPedPhysics){
|
||||
speedA = DotProduct(A->m_vecMoveSpeed, colpoint.normal);
|
||||
if(speedA < 0.0f){
|
||||
|
@ -550,8 +588,11 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
|
|||
if(impulseA > Bobj->m_fUprootLimit){
|
||||
if(IsGlass(B->GetModelIndex()))
|
||||
CGlass::WindowRespondsToCollision(B, impulseA, A->m_vecMoveSpeed, colpoint.point, false);
|
||||
else if(!B->bInfiniteMass)
|
||||
else if(!B->bInfiniteMass){
|
||||
B->bIsStatic = false;
|
||||
CWorld::Players[CWorld::PlayerInFocus].m_nHavocCaused += 2;
|
||||
CStats::PropertyDestroyed += CGeneral::GetRandomNumberInRange(30, 60);
|
||||
}
|
||||
}else{
|
||||
if(IsGlass(B->GetModelIndex()))
|
||||
CGlass::WindowRespondsToSoftCollision(B, impulseA);
|
||||
|
@ -603,6 +644,9 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
|
|||
if(model == MI_FIRE_HYDRANT && !Bobj->bHasBeenDamaged){
|
||||
CParticleObject::AddObject(POBJECT_FIRE_HYDRANT, B->GetPosition() - CVector(0.0f, 0.0f, 0.5f), true);
|
||||
Bobj->bHasBeenDamaged = true;
|
||||
}else if(model == MI_PARKINGMETER || model == MI_PARKINGMETER2){
|
||||
CPickups::CreateSomeMoney(GetPosition(), CGeneral::GetRandomNumber()%100);
|
||||
Bobj->bHasBeenDamaged = true;
|
||||
}else if(B->IsObject() && !IsExplosiveThingModel(model))
|
||||
Bobj->bHasBeenDamaged = true;
|
||||
}else{
|
||||
|
@ -625,7 +669,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
|
|||
|
||||
if(B->IsStatic())
|
||||
return false;
|
||||
if(!B->bInfiniteMass)
|
||||
if(!B->bInfiniteMass && !B->m_phy_flagA08)
|
||||
B->AddToMovingList();
|
||||
}
|
||||
|
||||
|
@ -635,16 +679,36 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
|
|||
// negative if A is moving towards B
|
||||
speedA = DotProduct(A->m_vecMoveSpeed, colpoint.normal);
|
||||
// positive if B is moving towards A
|
||||
// not interested in how much B moves into A apparently?
|
||||
// only interested in cases where A collided into B
|
||||
speedB = Max(0.0f, DotProduct(B->m_vecMoveSpeed, colpoint.normal));
|
||||
// A has moved into B
|
||||
if(speedA < speedB){
|
||||
if(!A->bHasHitWall)
|
||||
speedB -= (speedA - speedB) * (A->m_fElasticity+B->m_fElasticity)/2.0f;
|
||||
impulseA = (speedB-speedA) * A->m_fMass * timestepA;
|
||||
float speedB = DotProduct(B->m_vecMoveSpeed, colpoint.normal);
|
||||
|
||||
bool affectB = false;
|
||||
float mA = A->m_fMass;;
|
||||
float mB = B->m_fMass;;
|
||||
float speedSum;
|
||||
if(((CPed*)A)->GetPedState() == PED_FOLLOW_PATH){
|
||||
affectB = true;
|
||||
speedSum = (2.0f*mA*speedA + mB*speedB)/(2.0f*mA + mB);
|
||||
}else{
|
||||
speedSum = Max(speedB, 0.0f);
|
||||
}
|
||||
|
||||
if(speedA < speedSum){
|
||||
if(A->bHasHitWall)
|
||||
eA = speedSum;
|
||||
else
|
||||
eA = speedSum - (speedA - speedSum) * (A->m_fElasticity+B->m_fElasticity)/2.0f;
|
||||
impulseA = (eA-speedA) * mA;
|
||||
if(!A->bInfiniteMass)
|
||||
A->ApplyMoveForce(colpoint.normal*(impulseA/timestepA));
|
||||
A->ApplyMoveForce(colpoint.normal*impulseA);
|
||||
if(affectB && speedB < speedSum){
|
||||
if(B->bHasHitWall)
|
||||
eB = speedSum;
|
||||
else
|
||||
eB = speedSum - (speedB - speedSum) * (A->m_fElasticity+B->m_fElasticity)/2.0f;
|
||||
impulseB = -(eB-speedB) * mB;
|
||||
if(!B->bInfiniteMass)
|
||||
B->ApplyMoveForce(colpoint.normal*-impulseB);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}else if(A->bPedPhysics){
|
||||
|
@ -652,9 +716,13 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
|
|||
speedA = DotProduct(A->m_vecMoveSpeed, colpoint.normal);
|
||||
speedB = DotProduct(B->GetSpeed(pointposB), colpoint.normal);
|
||||
|
||||
float a = A->m_fMass*timestepA;
|
||||
float b = B->GetMassTime(pointposB, colpoint.normal, timestepB);
|
||||
float speedSum = (b*speedB + a*speedA)/(a + b);
|
||||
float mA = A->m_fMass*massFactorA;
|
||||
float mB = B->GetMassTweak(pointposB, colpoint.normal, massFactorB);
|
||||
float speedSum;
|
||||
if(foo)
|
||||
speedSum = speedB;
|
||||
else
|
||||
speedSum = (mB*speedB + mA*speedA)/(mA + mB);
|
||||
if(speedA < speedSum){
|
||||
if(A->bHasHitWall)
|
||||
eA = speedSum;
|
||||
|
@ -664,10 +732,10 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
|
|||
eB = speedSum;
|
||||
else
|
||||
eB = speedSum - (speedB - speedSum) * (A->m_fElasticity+B->m_fElasticity)/2.0f;
|
||||
impulseA = (eA - speedA) * a;
|
||||
impulseB = -(eB - speedB) * b;
|
||||
CVector fA = colpoint.normal*(impulseA/timestepA);
|
||||
CVector fB = colpoint.normal*(-impulseB/timestepB);
|
||||
impulseA = (eA - speedA) * mA;
|
||||
impulseB = -(eB - speedB) * mB;
|
||||
CVector fA = colpoint.normal*(impulseA/massFactorA);
|
||||
CVector fB = colpoint.normal*(-impulseB/massFactorB);
|
||||
if(!A->bInfiniteMass){
|
||||
if(fA.z < 0.0f) fA.z = 0.0f;
|
||||
if(ispedcontactB){
|
||||
|
@ -687,9 +755,9 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
|
|||
speedA = DotProduct(A->GetSpeed(pointposA), colpoint.normal);
|
||||
speedB = DotProduct(B->m_vecMoveSpeed, colpoint.normal);
|
||||
|
||||
float a = A->GetMassTime(pointposA, colpoint.normal, timestepA);
|
||||
float b = B->m_fMass*timestepB;
|
||||
float speedSum = (b*speedB + a*speedA)/(a + b);
|
||||
float mA = A->GetMassTweak(pointposA, colpoint.normal, massFactorA);
|
||||
float mB = B->m_fMass*massFactorB;
|
||||
float speedSum = (mB*speedB + mA*speedA)/(mA + mB);
|
||||
if(speedA < speedSum){
|
||||
if(A->bHasHitWall)
|
||||
eA = speedSum;
|
||||
|
@ -699,10 +767,10 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
|
|||
eB = speedSum;
|
||||
else
|
||||
eB = speedSum - (speedB - speedSum) * (A->m_fElasticity+B->m_fElasticity)/2.0f;
|
||||
impulseA = (eA - speedA) * a;
|
||||
impulseB = -(eB - speedB) * b;
|
||||
CVector fA = colpoint.normal*(impulseA/timestepA);
|
||||
CVector fB = colpoint.normal*(-impulseB/timestepB);
|
||||
impulseA = (eA - speedA) * mA;
|
||||
impulseB = -(eB - speedB) * mB;
|
||||
CVector fA = colpoint.normal*(impulseA/massFactorA);
|
||||
CVector fB = colpoint.normal*(-impulseB/massFactorB);
|
||||
if(!A->bInfiniteMass && !ispedcontactA){
|
||||
if(fA.z < 0.0f) fA.z = 0.0f;
|
||||
A->ApplyMoveForce(fA);
|
||||
|
@ -727,9 +795,9 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
|
|||
CVector pointposB = colpoint.point - B->GetPosition();
|
||||
speedA = DotProduct(A->GetSpeed(pointposA), colpoint.normal);
|
||||
speedB = DotProduct(B->GetSpeed(pointposB), colpoint.normal);
|
||||
float a = A->GetMassTime(pointposA, colpoint.normal, timestepA);
|
||||
float b = B->GetMassTime(pointposB, colpoint.normal, timestepB);
|
||||
float speedSum = (b*speedB + a*speedA)/(a + b);
|
||||
float mA = A->GetMassTweak(pointposA, colpoint.normal, massFactorA);
|
||||
float mB = B->GetMassTweak(pointposB, colpoint.normal, massFactorB);
|
||||
float speedSum = (mB*speedB + mA*speedA)/(mA + mB);
|
||||
if(speedA < speedSum){
|
||||
if(A->bHasHitWall)
|
||||
eA = speedSum;
|
||||
|
@ -739,10 +807,10 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
|
|||
eB = speedSum;
|
||||
else
|
||||
eB = speedSum - (speedB - speedSum) * (A->m_fElasticity+B->m_fElasticity)/2.0f;
|
||||
impulseA = (eA - speedA) * a;
|
||||
impulseB = -(eB - speedB) * b;
|
||||
CVector fA = colpoint.normal*(impulseA/timestepA);
|
||||
CVector fB = colpoint.normal*(-impulseB/timestepB);
|
||||
impulseA = (eA - speedA) * mA;
|
||||
impulseB = -(eB - speedB) * mB;
|
||||
CVector fA = colpoint.normal*(impulseA/massFactorA);
|
||||
CVector fB = colpoint.normal*(-impulseB/massFactorB);
|
||||
if(A->IsVehicle() && !A->bHasHitWall){
|
||||
fA.x *= 1.4f;
|
||||
fA.y *= 1.4f;
|
||||
|
@ -758,7 +826,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
|
|||
if(B->IsVehicle() && !B->bHasHitWall){
|
||||
fB.x *= 1.4f;
|
||||
fB.y *= 1.4f;
|
||||
if(colpoint.normal.z < 0.7f)
|
||||
if(-colpoint.normal.z < 0.7f)
|
||||
fB.z *= 0.3f;
|
||||
if(B->GetStatus() == STATUS_PLAYER)
|
||||
pointposB *= 0.8f;
|
||||
|
@ -784,14 +852,53 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
|
|||
return false;
|
||||
}
|
||||
|
||||
bool
|
||||
CPhysical::ApplyCollision(CColPoint &colpoint, float &impulse)
|
||||
{
|
||||
float speed;
|
||||
if(bPedPhysics){
|
||||
speed = DotProduct(m_vecMoveSpeed, colpoint.normal);
|
||||
if(speed < 0.0f){
|
||||
impulse = -speed * m_fMass;
|
||||
ApplyMoveForce(colpoint.normal*impulse);
|
||||
return true;
|
||||
}
|
||||
}else{
|
||||
CVector pointpos = colpoint.point - GetPosition();
|
||||
speed = DotProduct(GetSpeed(pointpos), colpoint.normal);
|
||||
|
||||
if(speed < 0.0f){
|
||||
float mass = GetMass(pointpos, colpoint.normal);
|
||||
impulse = -(m_fElasticity + 1.0f) * speed * mass;
|
||||
CVector f = colpoint.normal*impulse;
|
||||
if(IsVehicle()){
|
||||
f.x *= 1.4f;
|
||||
f.y *= 1.4f;
|
||||
if(colpoint.normal.z < 0.7f)
|
||||
f.z *= 0.3f;
|
||||
}
|
||||
if(!bInfiniteMass){
|
||||
ApplyMoveForce(f);
|
||||
if(!IsVehicle() || !CWorld::bNoMoreCollisionTorque)
|
||||
ApplyTurnForce(f, pointpos);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool
|
||||
CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CVector &moveSpeed, CVector &turnSpeed)
|
||||
{
|
||||
float normalSpeed;
|
||||
float e;
|
||||
CVector speed;
|
||||
CVector vImpulse;
|
||||
|
||||
if(GetModelIndex() == MI_BEACHBALL && B != (CEntity*)FindPlayerPed())
|
||||
((CObject*)this)->m_nBeachballBounces = 0;
|
||||
|
||||
if(bPedPhysics){
|
||||
normalSpeed = DotProduct(m_vecMoveSpeed, colpoint.normal);
|
||||
if(normalSpeed < 0.0f){
|
||||
|
@ -804,29 +911,62 @@ CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CV
|
|||
speed = GetSpeed(pointpos);
|
||||
normalSpeed = DotProduct(speed, colpoint.normal);
|
||||
if(normalSpeed < 0.0f){
|
||||
float minspeed = 0.0104f * CTimer::GetTimeStep();
|
||||
#ifdef GTA3_1_1_PATCH
|
||||
if ((IsObject() || IsVehicle() && (GetUp().z < -0.3f || ((CVehicle*)this)->IsBike() && (GetStatus() == STATUS_ABANDONED || GetStatus() == STATUS_WRECKED))) &&
|
||||
#else
|
||||
if((IsObject() || IsVehicle() && GetUp().z < -0.3f) &&
|
||||
#endif
|
||||
!bHasContacted &&
|
||||
int16 elasticityType = 0;
|
||||
float mass = GetMass(pointpos, colpoint.normal);
|
||||
float minspeed = GRAVITY * CTimer::GetTimeStep();
|
||||
|
||||
if(IsObject())
|
||||
elasticityType = 1;
|
||||
else if(IsVehicle() && !bIsInWater){
|
||||
if(((CVehicle*)this)->IsBike() && (GetStatus() == STATUS_ABANDONED || GetStatus() == STATUS_WRECKED)){
|
||||
minspeed *= 1.3f;
|
||||
elasticityType = 3;
|
||||
}else if(((CVehicle*)this)->IsBoat()){
|
||||
minspeed *= 1.2f;
|
||||
elasticityType = 4;
|
||||
}else if(GetUp().z < -0.3f){
|
||||
minspeed *= 1.1f;
|
||||
elasticityType = 2;
|
||||
}
|
||||
}
|
||||
|
||||
if(elasticityType == 1 && !bHasContacted &&
|
||||
Abs(m_vecMoveSpeed.x) < minspeed &&
|
||||
Abs(m_vecMoveSpeed.y) < minspeed &&
|
||||
Abs(m_vecMoveSpeed.z) < minspeed*2.0f)
|
||||
e = -1.0f;
|
||||
impulse = -0.98f * normalSpeed * mass;
|
||||
if(elasticityType == 3 &&
|
||||
Abs(m_vecMoveSpeed.x) < minspeed &&
|
||||
Abs(m_vecMoveSpeed.y) < minspeed &&
|
||||
Abs(m_vecMoveSpeed.z) < minspeed*2.0f)
|
||||
impulse = -0.8f * normalSpeed * mass;
|
||||
else if(elasticityType == 2 &&
|
||||
Abs(m_vecMoveSpeed.x) < minspeed &&
|
||||
Abs(m_vecMoveSpeed.y) < minspeed &&
|
||||
Abs(m_vecMoveSpeed.z) < minspeed*2.0f)
|
||||
impulse = -0.92f * normalSpeed * mass;
|
||||
else if(elasticityType == 4 &&
|
||||
Abs(m_vecMoveSpeed.x) < minspeed &&
|
||||
Abs(m_vecMoveSpeed.y) < minspeed &&
|
||||
Abs(m_vecMoveSpeed.z) < minspeed*2.0f)
|
||||
impulse = -0.8f * normalSpeed * mass;
|
||||
else if(IsVehicle() && ((CVehicle*)this)->IsBoat() &&
|
||||
colpoint.surfaceB == SURFACE_WOOD_PLANK && colpoint.normal.z < 0.5f)
|
||||
impulse = -(2.0f * m_fElasticity + 1.0f) * normalSpeed * mass;
|
||||
else
|
||||
e = -(m_fElasticity + 1.0f);
|
||||
impulse = normalSpeed * e * GetMass(pointpos, colpoint.normal);
|
||||
impulse = -(m_fElasticity + 1.0f) * normalSpeed * mass;
|
||||
|
||||
// ApplyMoveForce
|
||||
vImpulse = colpoint.normal*impulse;
|
||||
if(IsVehicle() &&
|
||||
(!bHasHitWall ||
|
||||
!(m_vecMoveSpeed.MagnitudeSqr() > 0.1 || !(B->IsBuilding() || ((CPhysical*)B)->bInfiniteMass))))
|
||||
if(IsVehicle()){
|
||||
if(!bHasHitWall ||
|
||||
!(m_vecMoveSpeed.MagnitudeSqr() > 0.1 || !(B->IsBuilding() || ((CPhysical*)B)->bInfiniteMass)))
|
||||
moveSpeed += vImpulse * 1.2f * (1.0f/m_fMass);
|
||||
else
|
||||
moveSpeed += vImpulse * (1.0f/m_fMass);
|
||||
vImpulse *= 0.8f;
|
||||
}else
|
||||
moveSpeed += vImpulse * (1.0f/m_fMass);
|
||||
|
||||
// ApplyTurnForce
|
||||
CVector com = Multiply3x3(m_matrix, m_vecCentreOfMass);
|
||||
|
@ -1006,7 +1146,7 @@ CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint)
|
|||
ApplyFrictionTurnForce(frictionDir*fImpulse, pointpos);
|
||||
|
||||
if(fOtherSpeed > 0.1f &&
|
||||
colpoint.surfaceB != SURFACE_2 && colpoint.surfaceB != SURFACE_4 &&
|
||||
colpoint.surfaceB != SURFACE_GRASS && colpoint.surfaceB != SURFACE_DIRTTRACK &&
|
||||
CSurfaceTable::GetAdhesionGroup(colpoint.surfaceA) == ADHESIVE_HARD){
|
||||
CVector v = frictionDir * fOtherSpeed * 0.25f;
|
||||
for(int i = 0; i < 4; i++)
|
||||
|
@ -1055,7 +1195,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
|
|||
canshift = true;
|
||||
else
|
||||
canshift = A->IsPed() &&
|
||||
B->IsObject() && B->bInfiniteMass && !Bobj->bHasBeenDamaged;
|
||||
B->IsObject() && B->IsStatic() && !Bobj->bHasBeenDamaged;
|
||||
if(B == A ||
|
||||
B->m_scanCode == CWorld::GetCurrentScanCode() ||
|
||||
!B->bUsesCollision ||
|
||||
|
@ -1075,7 +1215,6 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
|
|||
B->GetUp().z < 0.66f &&
|
||||
IsLightWithoutShift(B->GetModelIndex()))
|
||||
skipShift = true;
|
||||
// TODO: maybe flip some ifs here
|
||||
else if(A->IsObject() && B->IsVehicle()){
|
||||
CObject *Aobj = (CObject*)A;
|
||||
if(Aobj->ObjectCreatedBy != TEMP_OBJECT &&
|
||||
|
@ -1194,6 +1333,9 @@ CPhysical::ProcessCollisionSectorList_SimpleCar(CPtrList *lists)
|
|||
|
||||
A = (CPhysical*)this;
|
||||
|
||||
if(!A->bUsesCollision)
|
||||
return false;
|
||||
|
||||
radius = A->GetBoundRadius();
|
||||
A->GetBoundCentre(center);
|
||||
|
||||
|
@ -1212,6 +1354,7 @@ CPhysical::ProcessCollisionSectorList_SimpleCar(CPtrList *lists)
|
|||
for(listnode = list->first; listnode; listnode = listnode->next){
|
||||
B = (CPhysical*)listnode->item;
|
||||
if(B != A &&
|
||||
!(B->IsObject() && ((CObject*)B)->bIsStreetLight && B->GetUp().z < 0.66f) &&
|
||||
B->m_scanCode != CWorld::GetCurrentScanCode() &&
|
||||
B->bUsesCollision &&
|
||||
B->GetIsTouching(center, radius)){
|
||||
|
@ -1355,6 +1498,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
|
|||
int numResponses;
|
||||
int i, j;
|
||||
bool skipCollision, altcollision;
|
||||
bool ret = false;
|
||||
float impulseA = -1.0f;
|
||||
float impulseB = -1.0f;
|
||||
|
||||
|
@ -1375,9 +1519,9 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
|
|||
Bped = (CPed*)B;
|
||||
|
||||
bool isTouching = true;
|
||||
if(B == A ||
|
||||
if(!B->bUsesCollision ||
|
||||
B->m_scanCode == CWorld::GetCurrentScanCode() ||
|
||||
!B->bUsesCollision ||
|
||||
B == A ||
|
||||
!(isTouching = B->GetIsTouching(center, radius))){
|
||||
if(!isTouching){
|
||||
if(A->IsObject() && Aobj->m_pCollidingEntity == B)
|
||||
|
@ -1398,27 +1542,27 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
|
|||
|
||||
if(B->IsBuilding())
|
||||
skipCollision = false;
|
||||
else if(IsLightWithoutShift(A->GetModelIndex()) &&
|
||||
else if(A->IsObject() && Aobj->bIsStreetLight &&
|
||||
(B->IsVehicle() || B->IsPed()) &&
|
||||
A->GetUp().z < 0.66f){
|
||||
skipCollision = true;
|
||||
A->bSkipLineCol = true;
|
||||
Aobj->m_pCollidingEntity = B;
|
||||
}else if((A->IsVehicle() || A->IsPed()) &&
|
||||
B->GetUp().z < 0.66f &&
|
||||
IsLightWithoutShift(B->GetModelIndex())){
|
||||
}else if(B->IsObject() && Bobj->bIsStreetLight &&
|
||||
(A->IsVehicle() || A->IsPed()) &&
|
||||
B->GetUp().z < 0.66f){
|
||||
skipCollision = true;
|
||||
A->bSkipLineCol = true;
|
||||
Bobj->m_pCollidingEntity = A;
|
||||
}else if(A->IsObject() && B->IsVehicle()){
|
||||
if(A->GetModelIndex() == MI_CAR_BUMPER)// || A->GetModelIndex() == MI_FILES)
|
||||
if(A->GetModelIndex() == MI_CAR_BUMPER)
|
||||
skipCollision = true;
|
||||
else if(Aobj->ObjectCreatedBy == TEMP_OBJECT ||
|
||||
Aobj->bHasBeenDamaged ||
|
||||
!Aobj->IsStatic()){
|
||||
if(Aobj->m_pCollidingEntity == B)
|
||||
skipCollision = true;
|
||||
else{
|
||||
else if(Aobj->m_nCollisionDamageEffect < DAMAGE_EFFECT_SMASH_COMPLETELY){
|
||||
CMatrix inv;
|
||||
CVector size = CModelInfo::GetModelInfo(A->GetModelIndex())->GetColModel()->boundingBox.GetSize();
|
||||
size = A->GetMatrix() * size;
|
||||
|
@ -1430,14 +1574,14 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
|
|||
}
|
||||
}
|
||||
}else if(B->IsObject() && A->IsVehicle()){
|
||||
if(B->GetModelIndex() == MI_CAR_BUMPER)// || B->GetModelIndex() == MI_FILES)
|
||||
if(B->GetModelIndex() == MI_CAR_BUMPER)
|
||||
skipCollision = true;
|
||||
else if(Bobj->ObjectCreatedBy == TEMP_OBJECT ||
|
||||
Bobj->bHasBeenDamaged ||
|
||||
!Bobj->IsStatic()){
|
||||
if(Bobj->m_pCollidingEntity == A)
|
||||
skipCollision = true;
|
||||
else{
|
||||
else if(Bobj->m_nCollisionDamageEffect < DAMAGE_EFFECT_SMASH_COMPLETELY){
|
||||
CMatrix inv;
|
||||
CVector size = CModelInfo::GetModelInfo(B->GetModelIndex())->GetColModel()->boundingBox.GetSize();
|
||||
size = B->GetMatrix() * size;
|
||||
|
@ -1447,14 +1591,16 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
|
|||
}
|
||||
}
|
||||
}
|
||||
}else if(IsBodyPart(A->GetModelIndex()) && B->IsPed()){
|
||||
}else if(A->GetModelIndex() == MI_GRENADE && B->IsPed() &&
|
||||
A->GetPosition().z < B->GetPosition().z){
|
||||
skipCollision = true;
|
||||
}else if(A->IsPed() && IsBodyPart(B->GetModelIndex())){
|
||||
}else if(B->GetModelIndex() == MI_GRENADE && A->IsPed() &&
|
||||
B->GetPosition().z < A->GetPosition().z){
|
||||
skipCollision = true;
|
||||
A->bSkipLineCol = true;
|
||||
}else if(A->IsPed() && Aped->m_pCollidingEntity == B){
|
||||
skipCollision = true;
|
||||
if(!Aped->bKnockedUpIntoAir)
|
||||
if(!Aped->bKnockedUpIntoAir || Aped->b158_4)
|
||||
A->bSkipLineCol = true;
|
||||
}else if(B->IsPed() && Bped->m_pCollidingEntity == A){
|
||||
skipCollision = true;
|
||||
|
@ -1469,7 +1615,11 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
|
|||
|
||||
if(!A->bUsesCollision || skipCollision){
|
||||
B->m_scanCode = CWorld::GetCurrentScanCode();
|
||||
A->ProcessEntityCollision(B, aColPoints);
|
||||
numCollisions = A->ProcessEntityCollision(B, aColPoints);
|
||||
if(A->bJustCheckCollision && numCollisions > 0)
|
||||
return true;
|
||||
if(numCollisions == 0 && A == (CEntity*)FindPlayerPed() && Aped->m_pCollidingEntity == B)
|
||||
Aped->m_pCollidingEntity = nil;
|
||||
}else if(B->IsBuilding() || B->bIsStuck || B->bInfiniteMass || altcollision){
|
||||
|
||||
// This is the case where B doesn't move
|
||||
|
@ -1481,6 +1631,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
|
|||
|
||||
CVector moveSpeed = { 0.0f, 0.0f, 0.0f };
|
||||
CVector turnSpeed = { 0.0f, 0.0f, 0.0f };
|
||||
float maxImpulseA = 0.0f;
|
||||
numResponses = 0;
|
||||
if(A->bHasContacted){
|
||||
for(i = 0; i < numCollisions; i++){
|
||||
|
@ -1488,20 +1639,35 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
|
|||
continue;
|
||||
|
||||
numResponses++;
|
||||
if(impulseA > maxImpulseA) maxImpulseA = impulseA;
|
||||
|
||||
if(impulseA > A->m_fDamageImpulse)
|
||||
if(A->IsVehicle()){
|
||||
if(!(((CVehicle*)A)->IsBoat() && aColPoints[i].surfaceB == SURFACE_WOOD_PLANK) &&
|
||||
impulseA > A->m_fDamageImpulse)
|
||||
A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
|
||||
|
||||
float imp = impulseA;
|
||||
if(A->IsVehicle() && A->GetUp().z < -0.6f &&
|
||||
Abs(A->m_vecMoveSpeed.x) < 0.05f &&
|
||||
Abs(A->m_vecMoveSpeed.y) < 0.05f)
|
||||
imp *= 0.1f;
|
||||
if(CSurfaceTable::GetAdhesionGroup(aColPoints[i].surfaceB) == ADHESIVE_SAND)
|
||||
aColPoints[i].surfaceB = SURFACE_SAND;
|
||||
|
||||
float turnSpeedDiff = A->m_vecTurnSpeed.MagnitudeSqr();
|
||||
float moveSpeedDiff = A->m_vecMoveSpeed.MagnitudeSqr();
|
||||
|
||||
DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, imp, Max(turnSpeedDiff, moveSpeedDiff));
|
||||
if(A->GetUp().z < -0.6f &&
|
||||
Abs(A->m_vecMoveSpeed.x) < 0.05f &&
|
||||
Abs(A->m_vecMoveSpeed.y) < 0.05f)
|
||||
DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, 0.1f*impulseA, Max(turnSpeedDiff, moveSpeedDiff));
|
||||
else
|
||||
DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, Max(turnSpeedDiff, moveSpeedDiff));
|
||||
|
||||
}else{
|
||||
if(impulseA > A->m_fDamageImpulse)
|
||||
A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
|
||||
|
||||
float turnSpeedDiff = A->m_vecTurnSpeed.MagnitudeSqr();
|
||||
float moveSpeedDiff = A->m_vecMoveSpeed.MagnitudeSqr();
|
||||
|
||||
DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, Max(turnSpeedDiff, moveSpeedDiff));
|
||||
}
|
||||
}
|
||||
}else{
|
||||
for(i = 0; i < numCollisions; i++){
|
||||
|
@ -1509,39 +1675,52 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
|
|||
continue;
|
||||
|
||||
numResponses++;
|
||||
if(impulseA > maxImpulseA) maxImpulseA = impulseA;
|
||||
float adhesion = CSurfaceTable::GetAdhesiveLimit(aColPoints[i]) / numCollisions;
|
||||
|
||||
if(impulseA > A->m_fDamageImpulse)
|
||||
if(A->IsVehicle()){
|
||||
if(((CVehicle*)A)->IsBoat() && aColPoints[i].surfaceB == SURFACE_WOOD_PLANK)
|
||||
adhesion = 0.0f;
|
||||
else if(impulseA > A->m_fDamageImpulse)
|
||||
A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
|
||||
|
||||
float imp = impulseA;
|
||||
if(A->IsVehicle() && A->GetUp().z < -0.6f &&
|
||||
Abs(A->m_vecMoveSpeed.x) < 0.05f &&
|
||||
Abs(A->m_vecMoveSpeed.y) < 0.05f)
|
||||
imp *= 0.1f;
|
||||
if(CSurfaceTable::GetAdhesionGroup(aColPoints[i].surfaceB) == ADHESIVE_SAND)
|
||||
aColPoints[i].surfaceB = SURFACE_SAND;
|
||||
|
||||
float turnSpeedDiff = A->m_vecTurnSpeed.MagnitudeSqr();
|
||||
float moveSpeedDiff = A->m_vecMoveSpeed.MagnitudeSqr();
|
||||
|
||||
DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, imp, Max(turnSpeedDiff, moveSpeedDiff));
|
||||
if(A->GetUp().z < -0.6f &&
|
||||
Abs(A->m_vecMoveSpeed.x) < 0.05f &&
|
||||
Abs(A->m_vecMoveSpeed.y) < 0.05f)
|
||||
DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, 0.1f*impulseA, Max(turnSpeedDiff, moveSpeedDiff));
|
||||
else
|
||||
DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, Max(turnSpeedDiff, moveSpeedDiff));
|
||||
|
||||
float adhesion = CSurfaceTable::GetAdhesiveLimit(aColPoints[i]) / numCollisions;
|
||||
|
||||
if(A->GetModelIndex() == MI_RCBANDIT)
|
||||
adhesion *= 0.2f;
|
||||
// TODO(MIAMI): check this
|
||||
else if(A->IsVehicle() && ((CVehicle*)A)->IsBoat()){
|
||||
else if(((CVehicle*)A)->IsBoat()){
|
||||
if(aColPoints[i].normal.z > 0.6f){
|
||||
if(CSurfaceTable::GetAdhesionGroup(aColPoints[i].surfaceB) == ADHESIVE_LOOSE)
|
||||
if(CSurfaceTable::GetAdhesionGroup(aColPoints[i].surfaceB) == ADHESIVE_LOOSE ||
|
||||
CSurfaceTable::GetAdhesionGroup(aColPoints[i].surfaceB) == ADHESIVE_SAND)
|
||||
adhesion *= 3.0f;
|
||||
}else
|
||||
adhesion = 0.0f;
|
||||
}else if(A->IsVehicle()){
|
||||
if(A->GetStatus() == STATUS_WRECKED)
|
||||
}else if(A->GetStatus() == STATUS_WRECKED)
|
||||
adhesion *= 3.0f;
|
||||
else if(A->GetUp().z > 0.3f)
|
||||
adhesion = 0.0f;
|
||||
else
|
||||
adhesion *= Min(5.0f, 0.03f*impulseA + 1.0f);
|
||||
}else{
|
||||
if(impulseA > A->m_fDamageImpulse)
|
||||
A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
|
||||
|
||||
float turnSpeedDiff = A->m_vecTurnSpeed.MagnitudeSqr();
|
||||
float moveSpeedDiff = A->m_vecMoveSpeed.MagnitudeSqr();
|
||||
|
||||
DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, Max(turnSpeedDiff, moveSpeedDiff));
|
||||
}
|
||||
|
||||
if(A->ApplyFriction(adhesion, aColPoints[i]))
|
||||
|
@ -1560,7 +1739,13 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
|
|||
A->m_vecMoveFriction.y += moveSpeed.y * -0.3f / numCollisions;
|
||||
A->m_vecTurnFriction += turnSpeed * -0.3f / numCollisions;
|
||||
}
|
||||
|
||||
if(B->IsObject() && Bobj->m_nCollisionDamageEffect && maxImpulseA > 20.0f)
|
||||
Bobj->ObjectDamage(maxImpulseA);
|
||||
|
||||
if(!CWorld::bSecondShift)
|
||||
return true;
|
||||
ret = true;
|
||||
}
|
||||
}else{
|
||||
|
||||
|
@ -1691,18 +1876,34 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
|
|||
}
|
||||
|
||||
if(B->IsPed() && A->IsVehicle() &&
|
||||
(!Bped->IsPlayer() || B->bHasHitWall && A->m_vecMoveSpeed.MagnitudeSqr() > 0.0025f))
|
||||
(!Bped->IsPlayer() || B->bHasHitWall && A->m_vecMoveSpeed.MagnitudeSqr() > SQR(0.05f)))
|
||||
Bped->KillPedWithCar((CVehicle*)A, maxImpulseB);
|
||||
else if(B->GetModelIndex() == MI_TRAIN && A->IsPed() &&
|
||||
(!Aped->IsPlayer() || A->bHasHitWall))
|
||||
Aped->KillPedWithCar((CVehicle*)B, maxImpulseA*2.0f);
|
||||
else if(B->IsObject() && B->bUsesCollision && A->IsVehicle()){
|
||||
// BUG? not impulseA?
|
||||
if(Bobj->m_nCollisionDamageEffect && maxImpulseB > 20.0f)
|
||||
Bobj->ObjectDamage(maxImpulseB);
|
||||
else if(Bobj->m_nCollisionDamageEffect >= DAMAGE_EFFECT_SMASH_COMPLETELY){
|
||||
CMatrix inv;
|
||||
CVector size = CModelInfo::GetModelInfo(B->GetModelIndex())->GetColModel()->boundingBox.GetSize();
|
||||
size = B->GetMatrix() * size;
|
||||
if(size.z < B->GetPosition().z ||
|
||||
(Invert(A->GetMatrix(), inv) * size).z < 0.0f)
|
||||
Bobj->ObjectDamage(50.0f);
|
||||
}
|
||||
}else if(A->IsObject() && A->bUsesCollision && B->IsVehicle()){
|
||||
// BUG? not impulseA?
|
||||
if(Aobj->m_nCollisionDamageEffect && maxImpulseB > 20.0f)
|
||||
Aobj->ObjectDamage(maxImpulseB);
|
||||
else if(Aobj->m_nCollisionDamageEffect >= DAMAGE_EFFECT_SMASH_COMPLETELY){
|
||||
CMatrix inv;
|
||||
CVector size = CModelInfo::GetModelInfo(A->GetModelIndex())->GetColModel()->boundingBox.GetSize();
|
||||
size = A->GetMatrix() * size;
|
||||
if(size.z < A->GetPosition().z ||
|
||||
(Invert(B->GetMatrix(), inv) * size).z < 0.0f)
|
||||
Aobj->ObjectDamage(50.0f);
|
||||
}
|
||||
}
|
||||
|
||||
if(B->GetStatus() == STATUS_SIMPLE){
|
||||
|
@ -1711,13 +1912,15 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
|
|||
CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)B);
|
||||
}
|
||||
|
||||
if(!CWorld::bSecondShift)
|
||||
return true;
|
||||
ret = true;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
return ret;
|
||||
}
|
||||
|
||||
bool
|
||||
|
@ -1746,6 +1949,8 @@ CPhysical::CheckCollision_SimpleCar(void)
|
|||
return false;
|
||||
}
|
||||
|
||||
float PHYSICAL_SHIFT_SPEED_DAMP = 0.707f;
|
||||
|
||||
void
|
||||
CPhysical::ProcessShift(void)
|
||||
{
|
||||
|
@ -1755,6 +1960,13 @@ CPhysical::ProcessShift(void)
|
|||
bIsInSafePosition = true;
|
||||
RemoveAndAdd();
|
||||
}else{
|
||||
CPhysical *surf;
|
||||
if(bHasHitWall && IsPed() && (surf = ((CPed*)this)->m_pCurrentPhysSurface, surf == nil || !surf->bInfiniteMass || surf->m_phy_flagA08) ||
|
||||
CWorld::bSecondShift){
|
||||
m_vecMoveSpeed *= Pow(PHYSICAL_SHIFT_SPEED_DAMP, CTimer::GetTimeStep());
|
||||
m_vecTurnSpeed *= Pow(PHYSICAL_SHIFT_SPEED_DAMP, CTimer::GetTimeStep());
|
||||
}
|
||||
|
||||
CMatrix matrix(GetMatrix());
|
||||
ApplyMoveSpeed();
|
||||
ApplyTurnSpeed();
|
||||
|
@ -1766,14 +1978,22 @@ CPhysical::ProcessShift(void)
|
|||
m_bIsVehicleBeingShifted = true;
|
||||
|
||||
CEntryInfoNode *node;
|
||||
bool hasshifted = false; // whatever that means...
|
||||
bool hasshifted = false;
|
||||
for(node = m_entryInfoList.first; node; node = node->next)
|
||||
hasshifted |= ProcessShiftSectorList(node->sector->m_lists);
|
||||
m_bIsVehicleBeingShifted = false;
|
||||
if(hasshifted){
|
||||
CWorld::AdvanceCurrentScanCode();
|
||||
bool hadCollision = false;
|
||||
for(node = m_entryInfoList.first; node; node = node->next)
|
||||
if(ProcessCollisionSectorList(node->sector->m_lists)){
|
||||
if(!CWorld::bSecondShift){
|
||||
GetMatrix() = matrix;
|
||||
return;
|
||||
}
|
||||
hadCollision = true;
|
||||
}
|
||||
if(hadCollision){
|
||||
GetMatrix() = matrix;
|
||||
return;
|
||||
}
|
||||
|
@ -1788,6 +2008,9 @@ CPhysical::ProcessShift(void)
|
|||
// x is the number of units (m) we would like to step
|
||||
#define NUMSTEPS(x) ceil(Sqrt(distSq) * (1.0f/(x)))
|
||||
|
||||
float HIGHSPEED_ELASTICITY_MULT_PED = 2.0f;
|
||||
float HIGHSPEED_ELASTICITY_MULT_COPCAR = 2.0f;
|
||||
|
||||
void
|
||||
CPhysical::ProcessCollision(void)
|
||||
{
|
||||
|
@ -1819,31 +2042,78 @@ CPhysical::ProcessCollision(void)
|
|||
|
||||
// Save current state
|
||||
CMatrix savedMatrix(GetMatrix());
|
||||
float savedElasticity = m_fElasticity;
|
||||
CVector savedMoveSpeed = m_vecMoveSpeed;
|
||||
float savedTimeStep = CTimer::GetTimeStep();
|
||||
|
||||
int8 n = 1; // The number of steps we divide the time step into
|
||||
float step = 0.0f; // divided time step
|
||||
float distSq = GetDistanceSq();
|
||||
float distSq = m_vecMoveSpeed.MagnitudeSqr() * sq(CTimer::GetTimeStep());
|
||||
|
||||
if(IsPed() && (distSq >= sq(0.2f) || ped->IsPlayer())){
|
||||
if(ped->IsPlayer())
|
||||
n = Max(NUMSTEPS(0.2f), 2.0f);
|
||||
if(IsPed() && (distSq >= sq(0.3f) || ped->IsPlayer())){
|
||||
if(ped->IsPlayer()){
|
||||
if(ped->m_pCurrentPhysSurface)
|
||||
n = Max(NUMSTEPS(0.15f), 4.0f);
|
||||
else
|
||||
n = NUMSTEPS(0.3f);
|
||||
n = Max(NUMSTEPS(0.3f), 2.0f);
|
||||
}else
|
||||
n = NUMSTEPS(0.45f);
|
||||
step = savedTimeStep / n;
|
||||
if(!ped->IsPlayer())
|
||||
ped->m_fElasticity *= HIGHSPEED_ELASTICITY_MULT_PED;
|
||||
}else if(IsVehicle() && distSq >= sq(0.4f)){
|
||||
if(GetStatus() == STATUS_PLAYER)
|
||||
n = NUMSTEPS(0.2f);
|
||||
else
|
||||
n = distSq > 0.32f ? NUMSTEPS(0.3f) : NUMSTEPS(0.4f);
|
||||
step = savedTimeStep / n;
|
||||
}else if(IsObject()){
|
||||
|
||||
CVector bbox = GetColModel()->boundingBox.GetSize();
|
||||
float relDistX = Abs(DotProduct(m_vecMoveSpeed, GetRight())) * CTimer::GetTimeStep() / bbox.x;
|
||||
float relDistY = Abs(DotProduct(m_vecMoveSpeed, GetForward())) * CTimer::GetTimeStep() / bbox.y;
|
||||
float relDistZ = Abs(DotProduct(m_vecMoveSpeed, GetUp())) * CTimer::GetTimeStep() / bbox.z;
|
||||
if(Max(relDistX, Max(relDistY, relDistZ)) < 1.0f){
|
||||
// check if we can get away with simplified processing
|
||||
|
||||
ApplyMoveSpeed();
|
||||
ApplyTurnSpeed();
|
||||
GetMatrix().Reorthogonalise();
|
||||
bSkipLineCol = false;
|
||||
m_bIsVehicleBeingShifted = false;
|
||||
|
||||
bJustCheckCollision = true;
|
||||
bUsesCollision = false;
|
||||
if(!CheckCollision()){
|
||||
bJustCheckCollision = false;
|
||||
bUsesCollision = true;
|
||||
if(IsVehicle())
|
||||
((CVehicle*)this)->bVehicleColProcessed = true;
|
||||
|
||||
bHitByTrain = false;
|
||||
m_fDistanceTravelled = (GetPosition() - savedMatrix.GetPosition()).Magnitude();
|
||||
bSkipLineCol = false;
|
||||
|
||||
bIsStuck = false;
|
||||
bIsInSafePosition = true;
|
||||
m_fElasticity = savedElasticity;
|
||||
RemoveAndAdd();
|
||||
return;
|
||||
}
|
||||
bJustCheckCollision = false;
|
||||
bUsesCollision = true;
|
||||
GetMatrix() = savedMatrix;
|
||||
m_vecMoveSpeed = savedMoveSpeed;
|
||||
if(IsVehicle() && ((CVehicle*)this)->bIsLawEnforcer)
|
||||
m_fElasticity *= HIGHSPEED_ELASTICITY_MULT_COPCAR;
|
||||
}
|
||||
}else if(IsObject() && ((CObject*)this)->ObjectCreatedBy != TEMP_OBJECT){
|
||||
int responsecase = ((CObject*)this)->m_nSpecialCollisionResponseCases;
|
||||
if(responsecase == COLLRESPONSE_LAMPOST){
|
||||
CVector speedUp = { 0.0f, 0.0f, 0.0f };
|
||||
CVector speedDown = { 0.0f, 0.0f, 0.0f };
|
||||
speedUp.z = GetBoundRadius();
|
||||
speedDown.z = -speedUp.z;
|
||||
CColModel *colModel = GetColModel();
|
||||
speedUp.z = colModel->boundingBox.max.z;
|
||||
speedDown.z = colModel->boundingBox.min.z;
|
||||
speedUp = Multiply3x3(GetMatrix(), speedUp);
|
||||
speedDown = Multiply3x3(GetMatrix(), speedDown);
|
||||
speedUp = GetSpeed(speedUp);
|
||||
|
@ -1883,6 +2153,7 @@ CPhysical::ProcessCollision(void)
|
|||
savedMatrix.GetPosition().z = GetPosition().z;
|
||||
GetMatrix() = savedMatrix;
|
||||
CTimer::SetTimeStep(savedTimeStep);
|
||||
m_fElasticity = savedElasticity;
|
||||
return;
|
||||
}
|
||||
if(IsPed() && m_vecMoveSpeed.z == 0.0f &&
|
||||
|
@ -1900,7 +2171,7 @@ CPhysical::ProcessCollision(void)
|
|||
car->m_aSuspensionSpringRatio[2] = 1.0f;
|
||||
car->m_aSuspensionSpringRatio[3] = 1.0f;
|
||||
}else if(veh->m_vehType == VEHICLE_TYPE_BIKE){
|
||||
assert(0 && "TODO - but unused");
|
||||
assert(0 && "TODO(MIAMI)");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1913,11 +2184,14 @@ CPhysical::ProcessCollision(void)
|
|||
if(!m_vecMoveSpeed.IsZero() ||
|
||||
!m_vecTurnSpeed.IsZero() ||
|
||||
bHitByTrain ||
|
||||
GetStatus() == STATUS_PLAYER || IsPed() && ped->IsPlayer()){
|
||||
GetStatus() == STATUS_PLAYER ||
|
||||
IsVehicle() && ((CVehicle*)this)->bRestingOnPhysical ||
|
||||
IsPed() && ped->IsPlayer()){
|
||||
if(IsVehicle())
|
||||
((CVehicle*)this)->bVehicleColProcessed = true;
|
||||
if(CheckCollision()){
|
||||
GetMatrix() = savedMatrix;
|
||||
m_fElasticity = savedElasticity;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
@ -1927,5 +2201,6 @@ CPhysical::ProcessCollision(void)
|
|||
|
||||
bIsStuck = false;
|
||||
bIsInSafePosition = true;
|
||||
m_fElasticity = savedElasticity;
|
||||
RemoveAndAdd();
|
||||
}
|
||||
|
|
|
@ -18,8 +18,7 @@ public:
|
|||
// The not properly indented fields haven't been checked properly yet
|
||||
|
||||
int32 m_audioEntityId;
|
||||
float unk1;
|
||||
CTreadable *m_treadable[2]; // car and ped
|
||||
float m_phys_unused1;
|
||||
uint32 m_nLastTimeCollided;
|
||||
CVector m_vecMoveSpeed; // velocity
|
||||
CVector m_vecTurnSpeed; // angular velocity
|
||||
|
@ -37,16 +36,15 @@ public:
|
|||
CEntryInfoList m_entryInfoList;
|
||||
CPtrNode *m_movingListNode;
|
||||
|
||||
char field_EC;
|
||||
int8 m_phys_unused2;
|
||||
uint8 m_nStaticFrames;
|
||||
uint8 m_nCollisionRecords;
|
||||
bool m_bIsVehicleBeingShifted;
|
||||
CEntity *m_aCollisionRecords[PHYSICAL_MAX_COLLISIONRECORDS];
|
||||
|
||||
float m_fDistanceTravelled;
|
||||
|
||||
// damaged piece
|
||||
float m_fDamageImpulse; // fCollisionPower
|
||||
float m_fDamageImpulse;
|
||||
CEntity *m_pDamageEntity;
|
||||
CVector m_vecDamageNormal;
|
||||
int16 m_nDamagePieceType;
|
||||
|
@ -54,12 +52,17 @@ public:
|
|||
uint8 bIsHeavy : 1;
|
||||
uint8 bAffectedByGravity : 1;
|
||||
uint8 bInfiniteMass : 1;
|
||||
uint8 m_phy_flagA08 : 1;
|
||||
uint8 bIsInWater : 1;
|
||||
uint8 m_phy_flagA10 : 1; // unused
|
||||
uint8 m_phy_flagA20 : 1; // unused
|
||||
uint8 bHitByTrain : 1;
|
||||
uint8 bSkipLineCol : 1;
|
||||
|
||||
uint8 bIsFrozen : 1;
|
||||
uint8 bDontLoadCollision : 1;
|
||||
uint8 m_bIsVehicleBeingShifted : 1; // wrong name - also used on but never set for peds
|
||||
uint8 bJustCheckCollision : 1; // just see if there is a collision
|
||||
|
||||
uint8 m_nSurfaceTouched;
|
||||
int8 m_nZoneLevel;
|
||||
|
||||
|
@ -86,7 +89,6 @@ public:
|
|||
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
|
||||
CVector GetSpeed(const CVector &r);
|
||||
CVector GetSpeed(void) { return GetSpeed(CVector(0.0f, 0.0f, 0.0f)); }
|
||||
|
@ -94,7 +96,7 @@ public:
|
|||
return 1.0f / (CrossProduct(pos, dir).MagnitudeSqr()/m_fTurnMass +
|
||||
1.0f/m_fMass);
|
||||
}
|
||||
float GetMassTime(const CVector &pos, const CVector &dir, float t) {
|
||||
float GetMassTweak(const CVector &pos, const CVector &dir, float t) {
|
||||
return 1.0f / (CrossProduct(pos, dir).MagnitudeSqr()/(m_fTurnMass*t) +
|
||||
1.0f/(m_fMass*t));
|
||||
}
|
||||
|
@ -156,11 +158,13 @@ public:
|
|||
void ApplyFrictionTurnForce(const CVector &j, const CVector &p) { ApplyFrictionTurnForce(j.x, j.y, j.z, p.x, p.y, p.z); }
|
||||
// springRatio: 1.0 fully extended, 0.0 fully compressed
|
||||
bool ApplySpringCollision(float springConst, CVector &springDir, CVector &point, float springRatio, float bias);
|
||||
bool ApplySpringCollisionAlt(float springConst, CVector &springDir, CVector &point, float springRatio, float bias, CVector &forceDir);
|
||||
bool ApplySpringDampening(float damping, CVector &springDir, CVector &point, CVector &speed);
|
||||
void ApplyGravity(void);
|
||||
void ApplyFriction(void);
|
||||
void ApplyAirResistance(void);
|
||||
bool ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, float &impulseB);
|
||||
bool ApplyCollision(CColPoint &colpoint, float &impulse);
|
||||
bool ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CVector &moveSpeed, CVector &turnSpeed);
|
||||
bool ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint);
|
||||
bool ApplyFriction(float adhesiveLimit, CColPoint &colpoint);
|
||||
|
|
|
@ -399,6 +399,18 @@ IsLightThatNeedsRepositioning(int16 id)
|
|||
id == MI_STREETLAMP2;
|
||||
}
|
||||
|
||||
inline bool
|
||||
IsLightObject(int16 id)
|
||||
{
|
||||
return id == MI_TRAFFICLIGHTS_MIAMI ||
|
||||
id == MI_MLAMPPOST ||
|
||||
id == MI_SINGLESTREETLIGHTS1 ||
|
||||
id == MI_SINGLESTREETLIGHTS2 ||
|
||||
id == MI_SINGLESTREETLIGHTS3 ||
|
||||
id == MI_DOUBLESTREETLIGHTS ||
|
||||
id == MI_TRAFFICLIGHTS_TWOVERTICAL;
|
||||
}
|
||||
|
||||
inline bool
|
||||
IsBodyPart(int16 id)
|
||||
{
|
||||
|
@ -455,7 +467,8 @@ inline bool
|
|||
IsExplosiveThingModel(int16 id)
|
||||
{
|
||||
return id == MI_EXPLODINGBARREL ||
|
||||
id == MI_PETROLPUMP;
|
||||
id == MI_PETROLPUMP ||
|
||||
id == MI_PETROLPUMP2;
|
||||
}
|
||||
|
||||
inline bool
|
||||
|
|
|
@ -330,6 +330,8 @@ CObject::Init(void)
|
|||
m_colour1 = 0;
|
||||
m_colour2 = 0;
|
||||
m_nBonusValue = 0;
|
||||
bIsWeapon = false;
|
||||
// TODO(MIAMI): some new field here
|
||||
m_pCollidingEntity = nil;
|
||||
CColPoint point;
|
||||
CEntity* outEntity = nil;
|
||||
|
@ -342,7 +344,9 @@ CObject::Init(void)
|
|||
if (GetModelIndex() == MI_BUOY)
|
||||
bTouchingWater = true;
|
||||
|
||||
// TODO(Miami): Second flag set initialization
|
||||
if(CModelInfo::GetModelInfo(GetModelIndex())->GetModelType() == MITYPE_WEAPON)
|
||||
bIsWeapon = true;
|
||||
bIsStreetLight = IsLightObject(GetModelIndex());
|
||||
|
||||
m_area = AREA_EVERYWHERE;
|
||||
}
|
||||
|
|
|
@ -59,26 +59,23 @@ public:
|
|||
CMatrix m_objectMatrix;
|
||||
float m_fUprootLimit;
|
||||
int8 ObjectCreatedBy;
|
||||
int8 bIsPickup : 1;
|
||||
int8 bPickupObjWithMessage : 1;
|
||||
int8 bOutOfStock : 1;
|
||||
int8 bGlassCracked : 1;
|
||||
int8 bGlassBroken : 1;
|
||||
int8 bHasBeenDamaged : 1;
|
||||
int8 bUseVehicleColours : 1;
|
||||
uint8 bIsPickup : 1;
|
||||
uint8 obj_flag_02 : 1;
|
||||
uint8 bPickupObjWithMessage : 1;
|
||||
uint8 bOutOfStock : 1;
|
||||
uint8 bGlassCracked : 1;
|
||||
uint8 bGlassBroken : 1;
|
||||
uint8 bHasBeenDamaged : 1;
|
||||
uint8 bUseVehicleColours : 1;
|
||||
uint8 bIsWeapon : 1;
|
||||
uint8 bIsStreetLight : 1;
|
||||
int8 m_nBonusValue;
|
||||
float m_fCollisionDamageMultiplier;
|
||||
uint8 m_nCollisionDamageEffect;
|
||||
uint8 m_nSpecialCollisionResponseCases;
|
||||
bool m_bCameraToAvoidThisObject;
|
||||
|
||||
// this batch is unused
|
||||
int8 field_17B;
|
||||
int8 field_17C;
|
||||
int8 field_17D;
|
||||
int8 field_17E;
|
||||
int8 field_17F;
|
||||
|
||||
int8 m_nBeachballBounces;
|
||||
uint32 m_obj_unused1;
|
||||
uint32 m_nEndOfLifeTime;
|
||||
int16 m_nRefModelIndex;
|
||||
CEntity *m_pCurSurface;
|
||||
|
@ -86,8 +83,6 @@ public:
|
|||
int8 m_colour1, m_colour2;
|
||||
|
||||
static int16 nNoTempObjects;
|
||||
// static int16 nBodyCastHealth;
|
||||
|
||||
static float fDistToNearestTree;
|
||||
|
||||
static void *operator new(size_t);
|
||||
|
|
|
@ -59,6 +59,7 @@
|
|||
#include "Floater.h"
|
||||
#include "Streaming.h"
|
||||
#include "PedAttractor.h"
|
||||
#include "Debug.h"
|
||||
|
||||
#define CAN_SEE_ENTITY_ANGLE_THRESHOLD DEGTORAD(60.0f)
|
||||
|
||||
|
|
|
@ -466,7 +466,7 @@ public:
|
|||
|
||||
//uint32 b158_1
|
||||
//uint32 b158_2
|
||||
//uint32 b158_4
|
||||
uint32 b158_4 : 1;
|
||||
//uint32 b158_8
|
||||
//uint32 b158_10
|
||||
//uint32 b158_20
|
||||
|
|
|
@ -155,7 +155,7 @@ public:
|
|||
static float GetSpriteSize(void) { return m_fCurrentSpriteSize; }
|
||||
static int GetShadowStrength(void) { return m_nCurrentShadowStrength; }
|
||||
static int GetLightShadowStrength(void) { return m_nCurrentLightShadowStrength; }
|
||||
static int GetLightOnGroundBrightness(void) { return m_fCurrentLightsOnGroundBrightness; }
|
||||
static float GetLightOnGroundBrightness(void) { return m_fCurrentLightsOnGroundBrightness; }
|
||||
static float GetFarClip(void) { return m_fCurrentFarClip; }
|
||||
static float GetFogStart(void) { return m_fCurrentFogStart; }
|
||||
|
||||
|
|
|
@ -83,7 +83,7 @@ CBoat::CBoat(int mi, uint8 owner) : CVehicle(owner)
|
|||
|
||||
bIsInWater = true;
|
||||
|
||||
unk1 = 0.0f;
|
||||
m_phys_unused1 = 0.0f;
|
||||
m_bIsAnchored = true;
|
||||
m_fOrientation = INVALID_ORIENTATION;
|
||||
bTouchingWater = true;
|
||||
|
|
|
@ -127,6 +127,9 @@ CVehicle::CVehicle(uint8 CreatedBy)
|
|||
AutoPilot.m_bStayInCurrentLevel = false;
|
||||
AutoPilot.m_bIgnorePathfinding = false;
|
||||
AutoPilot.m_nSwitchDistance = 20;
|
||||
|
||||
// TODO(MIAMI)
|
||||
bRestingOnPhysical = false;
|
||||
}
|
||||
|
||||
CVehicle::~CVehicle()
|
||||
|
|
|
@ -189,7 +189,7 @@ public:
|
|||
uint8 bIsDrowning : 1; // is vehicle occupants taking damage in water (i.e. vehicle is dead in water)
|
||||
//uint8 bTyresDontBurst : 1; // If this is set the tyres are invincible
|
||||
uint8 bCreatedAsPoliceVehicle : 1;// True if this guy was created as a police vehicle (enforcer, policecar, miamivice car etc)
|
||||
//uint8 bRestingOnPhysical : 1; // Dont go static cause car is sitting on a physical object that might get removed
|
||||
uint8 bRestingOnPhysical : 1; // Dont go static cause car is sitting on a physical object that might get removed
|
||||
uint8 bParking : 1;
|
||||
//uint8 bCanPark : 1;
|
||||
|
||||
|
|
Loading…
Reference in a new issue