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178 lines
5.9 KiB
C++
178 lines
5.9 KiB
C++
#pragma once
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#include "Lists.h"
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#include "Timer.h"
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#include "Entity.h"
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enum {
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PHYSICAL_MAX_COLLISIONRECORDS = 6
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};
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#define GRAVITY (0.008f)
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class CTreadable;
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class CPhysical : public CEntity
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{
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public:
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// The not properly indented fields haven't been checked properly yet
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int32 m_audioEntityId;
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float m_phys_unused1;
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uint32 m_nLastTimeCollided;
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CVector m_vecMoveSpeed; // velocity
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CVector m_vecTurnSpeed; // angular velocity
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CVector m_vecMoveFriction;
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CVector m_vecTurnFriction;
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CVector m_vecMoveSpeedAvg;
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CVector m_vecTurnSpeedAvg;
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float m_fMass;
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float m_fTurnMass; // moment of inertia
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float m_fForceMultiplier;
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float m_fAirResistance;
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float m_fElasticity;
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float m_fBuoyancy;
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CVector m_vecCentreOfMass;
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CEntryInfoList m_entryInfoList;
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CPtrNode *m_movingListNode;
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int8 m_phys_unused2;
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uint8 m_nStaticFrames;
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uint8 m_nCollisionRecords;
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CEntity *m_aCollisionRecords[PHYSICAL_MAX_COLLISIONRECORDS];
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float m_fDistanceTravelled;
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// damaged piece
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float m_fDamageImpulse;
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CEntity *m_pDamageEntity;
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CVector m_vecDamageNormal;
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int16 m_nDamagePieceType;
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uint8 bIsHeavy : 1;
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uint8 bAffectedByGravity : 1;
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uint8 bInfiniteMass : 1;
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uint8 m_phy_flagA08 : 1;
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uint8 bIsInWater : 1;
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uint8 m_phy_flagA20 : 1; // unused
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uint8 bHitByTrain : 1;
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uint8 bSkipLineCol : 1;
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uint8 bIsFrozen : 1;
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uint8 bDontLoadCollision : 1;
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uint8 m_bIsVehicleBeingShifted : 1; // wrong name - also used on but never set for peds
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uint8 bJustCheckCollision : 1; // just see if there is a collision
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uint8 m_nSurfaceTouched;
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int8 m_nZoneLevel;
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CPhysical(void);
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~CPhysical(void);
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// from CEntity
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void Add(void);
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void Remove(void);
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CRect GetBoundRect(void);
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void ProcessControl(void);
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void ProcessShift(void);
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void ProcessCollision(void);
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virtual int32 ProcessEntityCollision(CEntity *ent, CColPoint *colpoints);
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void RemoveAndAdd(void);
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void AddToMovingList(void);
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void RemoveFromMovingList(void);
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void SetDamagedPieceRecord(uint16 piece, float impulse, CEntity *entity, CVector dir);
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void AddCollisionRecord(CEntity *ent);
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void AddCollisionRecord_Treadable(CEntity *ent);
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bool GetHasCollidedWith(CEntity *ent);
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void RemoveRefsToEntity(CEntity *ent);
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static void PlacePhysicalRelativeToOtherPhysical(CPhysical *other, CPhysical *phys, CVector localPos);
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// get speed of point p relative to entity center
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CVector GetSpeed(const CVector &r);
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CVector GetSpeed(void) { return GetSpeed(CVector(0.0f, 0.0f, 0.0f)); }
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float GetMass(const CVector &pos, const CVector &dir) {
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return 1.0f / (CrossProduct(pos, dir).MagnitudeSqr()/m_fTurnMass +
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1.0f/m_fMass);
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}
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float GetMassTweak(const CVector &pos, const CVector &dir, float t) {
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return 1.0f / (CrossProduct(pos, dir).MagnitudeSqr()/(m_fTurnMass*t) +
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1.0f/(m_fMass*t));
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}
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void UnsetIsInSafePosition(void) {
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m_vecMoveSpeed *= -1.0f;
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m_vecTurnSpeed *= -1.0f;
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ApplyTurnSpeed();
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ApplyMoveSpeed();
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m_vecMoveSpeed *= -1.0f;
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m_vecTurnSpeed *= -1.0f;
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bIsInSafePosition = false;
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}
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const CVector &GetMoveSpeed() { return m_vecMoveSpeed; }
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void SetMoveSpeed(float x, float y, float z) {
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m_vecMoveSpeed.x = x;
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m_vecMoveSpeed.y = y;
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m_vecMoveSpeed.z = z;
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}
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void SetMoveSpeed(const CVector& speed) {
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m_vecMoveSpeed = speed;
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}
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void AddToMoveSpeed(float x, float y, float z) {
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m_vecMoveSpeed.x += x;
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m_vecMoveSpeed.y += y;
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m_vecMoveSpeed.z += z;
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}
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void AddToMoveSpeed(const CVector& addition) {
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m_vecMoveSpeed += addition;
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}
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void AddToMoveSpeed(const CVector2D& addition) {
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m_vecMoveSpeed += CVector(addition.x, addition.y, 0.0f);
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}
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const CVector &GetTurnSpeed() { return m_vecTurnSpeed; }
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void SetTurnSpeed(float x, float y, float z) {
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m_vecTurnSpeed.x = x;
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m_vecTurnSpeed.y = y;
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m_vecTurnSpeed.z = z;
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}
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const CVector &GetCenterOfMass() { return m_vecCentreOfMass; }
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void SetCenterOfMass(float x, float y, float z) {
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m_vecCentreOfMass.x = x;
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m_vecCentreOfMass.y = y;
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m_vecCentreOfMass.z = z;
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}
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void ApplyMoveSpeed(void);
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void ApplyTurnSpeed(void);
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// Force actually means Impulse here
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void ApplyMoveForce(float jx, float jy, float jz);
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void ApplyMoveForce(const CVector &j) { ApplyMoveForce(j.x, j.y, j.z); }
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// j(x,y,z) is direction of force, p(x,y,z) is point relative to model center where force is applied
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void ApplyTurnForce(float jx, float jy, float jz, float px, float py, float pz);
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// j is direction of force, p is point relative to model center where force is applied
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void ApplyTurnForce(const CVector &j, const CVector &p) { ApplyTurnForce(j.x, j.y, j.z, p.x, p.y, p.z); }
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void ApplyFrictionMoveForce(float jx, float jy, float jz);
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void ApplyFrictionMoveForce(const CVector &j) { ApplyFrictionMoveForce(j.x, j.y, j.z); }
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void ApplyFrictionTurnForce(float jx, float jy, float jz, float rx, float ry, float rz);
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void ApplyFrictionTurnForce(const CVector &j, const CVector &p) { ApplyFrictionTurnForce(j.x, j.y, j.z, p.x, p.y, p.z); }
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// springRatio: 1.0 fully extended, 0.0 fully compressed
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bool ApplySpringCollision(float springConst, CVector &springDir, CVector &point, float springRatio, float bias);
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bool ApplySpringCollisionAlt(float springConst, CVector &springDir, CVector &point, float springRatio, float bias, CVector &forceDir);
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bool ApplySpringDampening(float damping, CVector &springDir, CVector &point, CVector &speed);
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void ApplyGravity(void);
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void ApplyFriction(void);
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void ApplyAirResistance(void);
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bool ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, float &impulseB);
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bool ApplyCollision(CColPoint &colpoint, float &impulse);
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bool ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CVector &moveSpeed, CVector &turnSpeed);
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bool ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint);
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bool ApplyFriction(float adhesiveLimit, CColPoint &colpoint);
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bool ProcessShiftSectorList(CPtrList *ptrlists);
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bool ProcessCollisionSectorList_SimpleCar(CPtrList *lists);
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bool ProcessCollisionSectorList(CPtrList *lists);
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bool CheckCollision(void);
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bool CheckCollision_SimpleCar(void);
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};
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