917 lines
28 KiB
C++
917 lines
28 KiB
C++
![]() |
#include "common.h"
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#include "patcher.h"
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#include "World.h"
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#include "Timer.h"
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#include "ModelIndices.h"
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#include "Vehicle.h"
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#include "Ped.h"
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#include "Object.h"
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#include "Glass.h"
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#include "ParticleObject.h"
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#include "Particle.h"
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#include "SurfaceTable.h"
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#include "Physical.h"
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void
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CPhysical::Add(void)
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{
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int x, xstart, xmid, xend;
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int y, ystart, ymid, yend;
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CSector *s;
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CPtrList *list;
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CRect bounds = GetBoundRect();
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xstart = CWorld::GetSectorIndexX(bounds.left);
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xend = CWorld::GetSectorIndexX(bounds.right);
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xmid = CWorld::GetSectorIndexX((bounds.left + bounds.right)/2.0f);
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ystart = CWorld::GetSectorIndexY(bounds.bottom);
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yend = CWorld::GetSectorIndexY(bounds.top);
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ymid = CWorld::GetSectorIndexY((bounds.bottom + bounds.top)/2.0f);
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assert(xstart >= 0);
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assert(xend < NUMSECTORS_X);
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assert(ystart >= 0);
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assert(yend < NUMSECTORS_Y);
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for(y = ystart; y <= yend; y++)
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for(x = xstart; x <= xend; x++){
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s = CWorld::GetSector(x, y);
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if(x == xmid && y == ymid) switch(m_type){
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case ENTITY_TYPE_VEHICLE:
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list = &s->m_lists[ENTITYLIST_VEHICLES];
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break;
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case ENTITY_TYPE_PED:
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list = &s->m_lists[ENTITYLIST_PEDS];
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break;
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case ENTITY_TYPE_OBJECT:
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list = &s->m_lists[ENTITYLIST_OBJECTS];
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break;
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default:
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assert(0);
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}else switch(m_type){
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case ENTITY_TYPE_VEHICLE:
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list = &s->m_lists[ENTITYLIST_VEHICLES_OVERLAP];
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break;
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case ENTITY_TYPE_PED:
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list = &s->m_lists[ENTITYLIST_PEDS_OVERLAP];
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break;
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case ENTITY_TYPE_OBJECT:
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list = &s->m_lists[ENTITYLIST_OBJECTS_OVERLAP];
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break;
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default:
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assert(0);
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}
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CPtrNode *node = list->InsertItem(this);
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assert(node);
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m_entryInfoList.InsertItem(list, node, s);
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}
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}
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void
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CPhysical::Remove(void)
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{
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CEntryInfoNode *node, *next;
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for(node = m_entryInfoList.first; node; node = next){
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next = node->next;
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node->list->DeleteNode(node->listnode);
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m_entryInfoList.DeleteNode(node);
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}
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}
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void
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CPhysical::RemoveAndAdd(void)
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{
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int x, xstart, xmid, xend;
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int y, ystart, ymid, yend;
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CSector *s;
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CPtrList *list;
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CRect bounds = GetBoundRect();
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xstart = CWorld::GetSectorIndexX(bounds.left);
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xend = CWorld::GetSectorIndexX(bounds.right);
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xmid = CWorld::GetSectorIndexX((bounds.left + bounds.right)/2.0f);
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ystart = CWorld::GetSectorIndexY(bounds.bottom);
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yend = CWorld::GetSectorIndexY(bounds.top);
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ymid = CWorld::GetSectorIndexY((bounds.bottom + bounds.top)/2.0f);
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assert(xstart >= 0);
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assert(xend < NUMSECTORS_X);
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assert(ystart >= 0);
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assert(yend < NUMSECTORS_Y);
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// we'll try to recycle nodes from here
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CEntryInfoNode *next = m_entryInfoList.first;
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for(y = ystart; y <= yend; y++)
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for(x = xstart; x <= xend; x++){
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s = CWorld::GetSector(x, y);
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if(x == xmid && y == ymid) switch(m_type){
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case ENTITY_TYPE_VEHICLE:
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list = &s->m_lists[ENTITYLIST_VEHICLES];
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break;
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case ENTITY_TYPE_PED:
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list = &s->m_lists[ENTITYLIST_PEDS];
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break;
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case ENTITY_TYPE_OBJECT:
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list = &s->m_lists[ENTITYLIST_OBJECTS];
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break;
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}else switch(m_type){
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case ENTITY_TYPE_VEHICLE:
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list = &s->m_lists[ENTITYLIST_VEHICLES_OVERLAP];
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break;
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case ENTITY_TYPE_PED:
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list = &s->m_lists[ENTITYLIST_PEDS_OVERLAP];
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break;
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case ENTITY_TYPE_OBJECT:
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list = &s->m_lists[ENTITYLIST_OBJECTS_OVERLAP];
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break;
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}
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if(next){
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// If we still have old nodes, use them
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next->list->RemoveNode(next->listnode);
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list->InsertNode(next->listnode);
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next->list = list;
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next->sector = s;
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next = next->next;
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}else{
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CPtrNode *node = list->InsertItem(this);
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m_entryInfoList.InsertItem(list, node, s);
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}
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}
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// Remove old nodes we no longer need
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CEntryInfoNode *node;
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for(node = next; node; node = next){
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next = node->next;
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node->list->DeleteNode(node->listnode);
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m_entryInfoList.DeleteNode(node);
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}
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}
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CRect
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CPhysical::GetBoundRect(void)
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{
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CVector center;
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float radius;
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GetBoundCentre(center);
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radius = GetBoundRadius();
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return CRect(center.x-radius, center.y-radius, center.x+radius, center.y+radius);
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}
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void
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CPhysical::AddToMovingList(void)
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{
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m_movingListNode = CWorld::GetMovingEntityList().InsertItem(this);
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}
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void
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CPhysical::RemoveFromMovingList(void)
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{
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if(m_movingListNode){
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CWorld::GetMovingEntityList().DeleteNode(m_movingListNode);
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m_movingListNode = nil;
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}
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}
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/*
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* Some quantities (german in parens):
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*
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* acceleration: distance/time^2: a
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* velocity: distance/time: v (GTA: speed)
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* momentum (impuls): velocity*mass: p
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* impulse (kraftstoss): delta momentum, force*time: J
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*
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* angular equivalents:
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* velocity -> angular velocity (GTA: turn speed)
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* momentum -> angular momentum (drehimpuls): L = r cross p
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* force -> torque (drehmoment): tau = r cross F
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* mass -> moment of inertia, angular mass (drehmoment, drehmasse): I = L/omega (GTA: turn mass)
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*/
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CVector
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CPhysical::GetSpeed(const CVector &r)
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{
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return m_vecMoveSpeed + m_vecMoveFriction + CrossProduct(m_vecTurnFriction + m_vecTurnSpeed, r);
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}
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void
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CPhysical::ApplyMoveSpeed(void)
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{
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GetPosition() += 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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// 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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void
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CPhysical::ApplyMoveForce(float jx, float jy, float jz)
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{
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m_vecMoveSpeed += CVector(jx, jy, jz)*(1.0f/m_fMass);
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}
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void
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CPhysical::ApplyTurnForce(float jx, float jy, float jz, float px, float py, float pz)
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{
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CVector com = Multiply3x3(m_matrix, m_vecCentreOfMass);
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CVector turnimpulse = CrossProduct(CVector(px, py, pz)-com, CVector(jx, jy, jz));
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m_vecTurnSpeed += turnimpulse*(1.0f/m_fTurnMass);
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}
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void
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CPhysical::ApplyFrictionMoveForce(float jx, float jy, float jz)
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{
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m_vecMoveFriction += CVector(jx, jy, jz)*(1.0f/m_fMass);
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}
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void
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CPhysical::ApplyFrictionTurnForce(float jx, float jy, float jz, float px, float py, float pz)
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{
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CVector com = Multiply3x3(m_matrix, m_vecCentreOfMass);
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CVector turnimpulse = CrossProduct(CVector(px, py, pz)-com, CVector(jx, jy, jz));
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m_vecTurnFriction += turnimpulse*(1.0f/m_fTurnMass);
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}
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void
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CPhysical::ApplySpringCollision(float f1, CVector &v, CVector &p, float f2, float f3)
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{
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if(1.0f - f2 <= 0.0f)
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return;
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float step = min(CTimer::GetTimeStep(), 3.0f);
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float strength = -0.008f*m_fMass*2.0f*step * f1 * (1.0f-f2) * f3;
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ApplyMoveForce(v.x*strength, v.y*strength, v.z*strength);
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ApplyTurnForce(v.x*strength, v.y*strength, v.z*strength, p.x, p.y, p.z);
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}
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void
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CPhysical::ApplyGravity(void)
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{
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if(bAffectedByGravity)
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m_vecMoveSpeed.z -= 0.008f * CTimer::GetTimeStep();
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}
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void
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CPhysical::ApplyFriction(void)
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{
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m_vecMoveSpeed += m_vecMoveFriction;
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m_vecTurnSpeed += m_vecTurnFriction;
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m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f);
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m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
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}
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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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float f = powf(m_fAirResistance, CTimer::GetTimeStep());
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m_vecMoveSpeed *= f;
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m_vecTurnSpeed *= f;
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}else{
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float f = powf(1.0f/(m_fAirResistance*0.5f*m_vecMoveSpeed.MagnitudeSqr() + 1.0f), CTimer::GetTimeStep());
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m_vecMoveSpeed *= f;
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m_vecTurnSpeed *= 0.99f;
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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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float eA, eB;
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CPhysical *A = this;
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CObject *Bobj = (CObject*)B;
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bool ispedcontactA = false;
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bool ispedcontactB = false;
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float timestepA;
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if(B->bPedPhysics){
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timestepA = 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->m_phy_flagA1 ? 2.0f : 1.0f;
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float timestepB;
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if(A->bPedPhysics){
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if(A->IsPed() && ((CPed*)A)->IsPlayer() && B->IsVehicle() &&
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(B->m_status == STATUS_ABANDONED || B->m_status == STATUS_WRECKED || A->bHasHitWall))
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timestepB = 2200.0f / B->m_fMass;
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else
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timestepB = 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
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timestepB = B->m_phy_flagA1 ? 2.0f : 1.0f;
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float speedA, speedB;
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if(B->bIsStatic){
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if(A->bPedPhysics){
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speedA = DotProduct(A->m_vecMoveSpeed, colpoint.normal);
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if(speedA < 0.0f){
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if(B->IsObject()){
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impulseA = -speedA * A->m_fMass;
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impulseB = impulseA;
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if(impulseA > Bobj->m_fUprootLimit){
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if(IsGlass(B->GetModelIndex()))
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CGlass::WindowRespondsToCollision(B, impulseA, A->m_vecMoveSpeed, colpoint.point, false);
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else if(!B->bInfiniteMass)
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B->bIsStatic = false;
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}else{
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if(IsGlass(B->GetModelIndex()))
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CGlass::WindowRespondsToSoftCollision(B, impulseA);
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if(!A->bInfiniteMass)
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A->ApplyMoveForce(colpoint.normal*(1.0f + A->m_fElasticity)*impulseA);
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return true;
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}
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}else if(!B->bInfiniteMass)
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B->bIsStatic = false;
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if(B->bInfiniteMass){
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impulseA = -speedA * A->m_fMass;
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impulseB = 0.0f;
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if(!A->bInfiniteMass)
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A->ApplyMoveForce(colpoint.normal*(1.0f + A->m_fElasticity)*impulseA);
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return true;
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}
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}
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}else{
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CVector pointposA = colpoint.point - A->GetPosition();
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speedA = DotProduct(A->GetSpeed(pointposA), colpoint.normal);
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if(speedA < 0.0f){
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if(B->IsObject()){
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if(A->bHasHitWall)
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eA = -1.0f;
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else
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eA = -(1.0f + A->m_fElasticity);
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impulseA = eA * speedA * A->GetMass(pointposA, colpoint.normal);
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impulseB = impulseA;
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if(Bobj->m_nCollisionDamageEffect && impulseA > 20.0f){
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Bobj->ObjectDamage(impulseA);
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if(!B->bUsesCollision){
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if(!A->bInfiniteMass){
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A->ApplyMoveForce(colpoint.normal*0.2f*impulseA);
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A->ApplyTurnForce(colpoint.normal*0.2f*impulseA, pointposA);
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}
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return false;
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}
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}
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if((impulseA > Bobj->m_fUprootLimit || A->bIsStuck) &&
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!B->bInfiniteMass){
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if(IsGlass(B->GetModelIndex()))
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CGlass::WindowRespondsToCollision(B, impulseA, A->m_vecMoveSpeed, colpoint.point, false);
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else
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B->bIsStatic = false;
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int16 model = B->GetModelIndex();
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if(model == MI_FIRE_HYDRANT && !Bobj->bHasBeenDamaged){
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CParticleObject::AddObject(POBJECT_FIRE_HYDRANT, B->GetPosition() - CVector(0.0f, 0.0f, 0.5f), true);
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Bobj->bHasBeenDamaged = true;
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}else if(B->IsObject() && model != MI_EXPLODINGBARREL && model != MI_PETROLPUMP)
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Bobj->bHasBeenDamaged = true;
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}else{
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if(IsGlass(B->GetModelIndex()))
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CGlass::WindowRespondsToSoftCollision(B, impulseA);
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CVector f = colpoint.normal * impulseA;
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if(A->IsVehicle() && colpoint.normal.z < 0.7f)
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f.z *= 0.3f;
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if(!A->bInfiniteMass){
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A->ApplyMoveForce(f);
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if(!A->IsVehicle() || !CWorld::bNoMoreCollisionTorque)
|
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A->ApplyTurnForce(f, pointposA);
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}
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return true;
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}
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}else if(!B->bInfiniteMass)
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B->bIsStatic = false;
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}
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}
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if(B->bIsStatic)
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return false;
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if(!B->bInfiniteMass)
|
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B->AddToMovingList();
|
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}
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|
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// B is not static
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||
|
if(A->bPedPhysics && B->bPedPhysics){
|
||
|
// 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;
|
||
|
if(!A->bInfiniteMass)
|
||
|
A->ApplyMoveForce(colpoint.normal*(impulseA/timestepA));
|
||
|
return true;
|
||
|
}
|
||
|
}else if(A->bPedPhysics){
|
||
|
CVector pointposB = colpoint.point - B->GetPosition();
|
||
|
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);
|
||
|
if(speedA < speedSum){
|
||
|
if(A->bHasHitWall)
|
||
|
eA = speedSum;
|
||
|
else
|
||
|
eA = speedSum - (speedA - speedSum) * (A->m_fElasticity+B->m_fElasticity)/2.0f;
|
||
|
if(B->bHasHitWall)
|
||
|
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);
|
||
|
if(!A->bInfiniteMass){
|
||
|
if(fA.z < 0.0f) fA.z = 0.0f;
|
||
|
if(ispedcontactB){
|
||
|
fA.x *= 2.0f;
|
||
|
fA.y *= 2.0f;
|
||
|
}
|
||
|
A->ApplyMoveForce(fA);
|
||
|
}
|
||
|
if(!B->bInfiniteMass && !ispedcontactB){
|
||
|
B->ApplyMoveForce(fB);
|
||
|
B->ApplyTurnForce(fB, pointposB);
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
}else if(B->bPedPhysics){
|
||
|
CVector pointposA = colpoint.point - A->GetPosition();
|
||
|
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);
|
||
|
if(speedA < speedSum){
|
||
|
if(A->bHasHitWall)
|
||
|
eA = speedSum;
|
||
|
else
|
||
|
eA = speedSum - (speedA - speedSum) * (A->m_fElasticity+B->m_fElasticity)/2.0f;
|
||
|
if(B->bHasHitWall)
|
||
|
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);
|
||
|
if(!A->bInfiniteMass && !ispedcontactA){
|
||
|
if(fA.z < 0.0f) fA.z = 0.0f;
|
||
|
A->ApplyMoveForce(fA);
|
||
|
A->ApplyTurnForce(fA, pointposA);
|
||
|
}
|
||
|
if(!B->bInfiniteMass){
|
||
|
if(fB.z < 0.0f){
|
||
|
fB.z = 0.0f;
|
||
|
if(fabs(speedA) < 0.01f)
|
||
|
fB *= 0.5f;
|
||
|
}
|
||
|
if(ispedcontactA){
|
||
|
fB.x *= 2.0f;
|
||
|
fB.y *= 2.0f;
|
||
|
}
|
||
|
B->ApplyMoveForce(fB);
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
}else{
|
||
|
CVector pointposA = colpoint.point - A->GetPosition();
|
||
|
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);
|
||
|
if(speedA < speedSum){
|
||
|
if(A->bHasHitWall)
|
||
|
eA = speedSum;
|
||
|
else
|
||
|
eA = speedSum - (speedA - speedSum) * (A->m_fElasticity+B->m_fElasticity)/2.0f;
|
||
|
if(B->bHasHitWall)
|
||
|
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);
|
||
|
if(A->IsVehicle() && !A->bHasHitWall){
|
||
|
fA.x *= 1.4f;
|
||
|
fA.y *= 1.4f;
|
||
|
if(colpoint.normal.z < 0.7f)
|
||
|
fA.z *= 0.3f;
|
||
|
if(A->m_status == STATUS_PLAYER)
|
||
|
pointposA *= 0.8f;
|
||
|
if(CWorld::bNoMoreCollisionTorque){
|
||
|
A->ApplyFrictionMoveForce(fA*-0.3f);
|
||
|
A->ApplyFrictionTurnForce(fA*-0.3f, pointposA);
|
||
|
}
|
||
|
}
|
||
|
if(B->IsVehicle() && !B->bHasHitWall){
|
||
|
fB.x *= 1.4f;
|
||
|
fB.y *= 1.4f;
|
||
|
if(colpoint.normal.z < 0.7f)
|
||
|
fB.z *= 0.3f;
|
||
|
if(B->m_status == STATUS_PLAYER)
|
||
|
pointposB *= 0.8f;
|
||
|
if(CWorld::bNoMoreCollisionTorque){
|
||
|
// BUG: the game actually uses A here, but this can't be right
|
||
|
B->ApplyFrictionMoveForce(fB*-0.3f);
|
||
|
B->ApplyFrictionTurnForce(fB*-0.3f, pointposB);
|
||
|
}
|
||
|
}
|
||
|
if(!A->bInfiniteMass){
|
||
|
A->ApplyMoveForce(fA);
|
||
|
A->ApplyTurnForce(fA, pointposA);
|
||
|
}
|
||
|
if(!B->bInfiniteMass){
|
||
|
if(B->bIsInSafePosition)
|
||
|
B->UnsetIsInSafePosition();
|
||
|
B->ApplyMoveForce(fB);
|
||
|
B->ApplyTurnForce(fB, pointposB);
|
||
|
}
|
||
|
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(bPedPhysics){
|
||
|
normalSpeed = DotProduct(m_vecMoveSpeed, colpoint.normal);
|
||
|
if(normalSpeed < 0.0f){
|
||
|
impulse = -normalSpeed * m_fMass;
|
||
|
ApplyMoveForce(colpoint.normal * impulse);
|
||
|
return true;
|
||
|
}
|
||
|
}else{
|
||
|
CVector pointpos = colpoint.point - GetPosition();
|
||
|
speed = GetSpeed(pointpos);
|
||
|
normalSpeed = DotProduct(speed, colpoint.normal);
|
||
|
if(normalSpeed < 0.0f){
|
||
|
float minspeed = 0.0104f * CTimer::GetTimeStep();
|
||
|
if((IsObject() || IsVehicle() && GetUp().z < -0.3f) &&
|
||
|
!bHasContacted &&
|
||
|
fabs(m_vecMoveSpeed.x) < minspeed &&
|
||
|
fabs(m_vecMoveSpeed.y) < minspeed &&
|
||
|
fabs(m_vecMoveSpeed.z) < minspeed*2.0f)
|
||
|
e = -1.0f;
|
||
|
else
|
||
|
e = -(m_fElasticity + 1.0f);
|
||
|
impulse = normalSpeed * e * GetMass(pointpos, colpoint.normal);
|
||
|
|
||
|
// ApplyMoveForce
|
||
|
vImpulse = colpoint.normal*impulse;
|
||
|
if(IsVehicle() &&
|
||
|
(!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);
|
||
|
|
||
|
// ApplyTurnForce
|
||
|
CVector com = Multiply3x3(m_matrix, m_vecCentreOfMass);
|
||
|
CVector turnimpulse = CrossProduct(pointpos-com, vImpulse);
|
||
|
turnSpeed += turnimpulse*(1.0f/m_fTurnMass);
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
bool
|
||
|
CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
|
||
|
{
|
||
|
CVector speedA, speedB;
|
||
|
float normalSpeedA, normalSpeedB;
|
||
|
CVector vOtherSpeedA, vOtherSpeedB;
|
||
|
float fOtherSpeedA, fOtherSpeedB;
|
||
|
float speedSum;
|
||
|
CVector frictionDir;
|
||
|
float impulseA, impulseB;
|
||
|
float impulseLimit;
|
||
|
CPhysical *A = this;
|
||
|
|
||
|
if(A->bPedPhysics && B->bPedPhysics){
|
||
|
normalSpeedA = DotProduct(A->m_vecMoveSpeed, colpoint.normal);
|
||
|
normalSpeedB = DotProduct(B->m_vecMoveSpeed, colpoint.normal);
|
||
|
vOtherSpeedA = A->m_vecMoveSpeed - colpoint.normal*normalSpeedA;
|
||
|
vOtherSpeedB = B->m_vecMoveSpeed - colpoint.normal*normalSpeedB;
|
||
|
|
||
|
fOtherSpeedA = vOtherSpeedA.Magnitude();
|
||
|
fOtherSpeedB = vOtherSpeedB.Magnitude();
|
||
|
|
||
|
frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
|
||
|
speedSum = (B->m_fMass*fOtherSpeedB + A->m_fMass*fOtherSpeedA)/(B->m_fMass + A->m_fMass);
|
||
|
if(fOtherSpeedA > speedSum){
|
||
|
impulseA = (speedSum - fOtherSpeedA) * A->m_fMass;
|
||
|
impulseB = (speedSum - fOtherSpeedB) * B->m_fMass;
|
||
|
impulseLimit = adhesiveLimit*CTimer::GetTimeStep();
|
||
|
if(impulseA < -impulseLimit) impulseA = -impulseLimit;
|
||
|
if(impulseB > impulseLimit) impulseB = impulseLimit; // BUG: game has A's clamp again here, but this can't be right
|
||
|
A->ApplyFrictionMoveForce(frictionDir*impulseA);
|
||
|
B->ApplyFrictionMoveForce(frictionDir*impulseB);
|
||
|
return true;
|
||
|
}
|
||
|
}else if(A->bPedPhysics){
|
||
|
if(B->IsVehicle())
|
||
|
return false;
|
||
|
CVector pointposB = colpoint.point - B->GetPosition();
|
||
|
speedB = B->GetSpeed(pointposB);
|
||
|
|
||
|
normalSpeedA = DotProduct(A->m_vecMoveSpeed, colpoint.normal);
|
||
|
normalSpeedB = DotProduct(speedB, colpoint.normal);
|
||
|
vOtherSpeedA = A->m_vecMoveSpeed - colpoint.normal*normalSpeedA;
|
||
|
vOtherSpeedB = speedB - colpoint.normal*normalSpeedB;
|
||
|
|
||
|
fOtherSpeedA = vOtherSpeedA.Magnitude();
|
||
|
fOtherSpeedB = vOtherSpeedB.Magnitude();
|
||
|
|
||
|
frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
|
||
|
float massB = B->GetMass(pointposB, frictionDir);
|
||
|
speedSum = (massB*fOtherSpeedB + A->m_fMass*fOtherSpeedA)/(massB + A->m_fMass);
|
||
|
if(fOtherSpeedA > speedSum){
|
||
|
impulseA = (speedSum - fOtherSpeedA) * A->m_fMass;
|
||
|
impulseB = (speedSum - fOtherSpeedB) * massB;
|
||
|
impulseLimit = adhesiveLimit*CTimer::GetTimeStep();
|
||
|
if(impulseA < -impulseLimit) impulseA = -impulseLimit;
|
||
|
if(impulseB > impulseLimit) impulseB = impulseLimit;
|
||
|
A->ApplyFrictionMoveForce(frictionDir*impulseA);
|
||
|
B->ApplyFrictionMoveForce(frictionDir*impulseB);
|
||
|
B->ApplyFrictionTurnForce(frictionDir*impulseB, pointposB);
|
||
|
return true;
|
||
|
}
|
||
|
}else if(B->bPedPhysics){
|
||
|
if(A->IsVehicle())
|
||
|
return false;
|
||
|
CVector pointposA = colpoint.point - A->GetPosition();
|
||
|
speedA = A->GetSpeed(pointposA);
|
||
|
|
||
|
normalSpeedA = DotProduct(speedA, colpoint.normal);
|
||
|
normalSpeedB = DotProduct(B->m_vecMoveSpeed, colpoint.normal);
|
||
|
vOtherSpeedA = speedA - colpoint.normal*normalSpeedA;
|
||
|
vOtherSpeedB = B->m_vecMoveSpeed - colpoint.normal*normalSpeedB;
|
||
|
|
||
|
fOtherSpeedA = vOtherSpeedA.Magnitude();
|
||
|
fOtherSpeedB = vOtherSpeedB.Magnitude();
|
||
|
|
||
|
frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
|
||
|
float massA = A->GetMass(pointposA, frictionDir);
|
||
|
speedSum = (B->m_fMass*fOtherSpeedB + massA*fOtherSpeedA)/(B->m_fMass + massA);
|
||
|
if(fOtherSpeedA > speedSum){
|
||
|
impulseA = (speedSum - fOtherSpeedA) * massA;
|
||
|
impulseB = (speedSum - fOtherSpeedB) * B->m_fMass;
|
||
|
impulseLimit = adhesiveLimit*CTimer::GetTimeStep();
|
||
|
if(impulseA < -impulseLimit) impulseA = -impulseLimit;
|
||
|
if(impulseB > impulseLimit) impulseB = impulseLimit;
|
||
|
A->ApplyFrictionMoveForce(frictionDir*impulseA);
|
||
|
A->ApplyFrictionTurnForce(frictionDir*impulseA, pointposA);
|
||
|
B->ApplyFrictionMoveForce(frictionDir*impulseB);
|
||
|
return true;
|
||
|
}
|
||
|
}else{
|
||
|
CVector pointposA = colpoint.point - A->GetPosition();
|
||
|
CVector pointposB = colpoint.point - B->GetPosition();
|
||
|
speedA = A->GetSpeed(pointposA);
|
||
|
speedB = B->GetSpeed(pointposB);
|
||
|
|
||
|
normalSpeedA = DotProduct(speedA, colpoint.normal);
|
||
|
normalSpeedB = DotProduct(speedB, colpoint.normal);
|
||
|
vOtherSpeedA = speedA - colpoint.normal*normalSpeedA;
|
||
|
vOtherSpeedB = speedB - colpoint.normal*normalSpeedB;
|
||
|
|
||
|
fOtherSpeedA = vOtherSpeedA.Magnitude();
|
||
|
fOtherSpeedB = vOtherSpeedB.Magnitude();
|
||
|
|
||
|
frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
|
||
|
float massA = A->GetMass(pointposA, frictionDir);
|
||
|
float massB = B->GetMass(pointposB, frictionDir);
|
||
|
speedSum = (massB*fOtherSpeedB + massA*fOtherSpeedA)/(massB + massA);
|
||
|
if(fOtherSpeedA > speedSum){
|
||
|
impulseA = (speedSum - fOtherSpeedA) * massA;
|
||
|
impulseB = (speedSum - fOtherSpeedB) * massB;
|
||
|
impulseLimit = adhesiveLimit*CTimer::GetTimeStep();
|
||
|
if(impulseA < -impulseLimit) impulseA = -impulseLimit;
|
||
|
if(impulseB > impulseLimit) impulseB = impulseLimit;
|
||
|
A->ApplyFrictionMoveForce(frictionDir*impulseA);
|
||
|
A->ApplyFrictionTurnForce(frictionDir*impulseA, pointposA);
|
||
|
B->ApplyFrictionMoveForce(frictionDir*impulseB);
|
||
|
B->ApplyFrictionTurnForce(frictionDir*impulseB, pointposB);
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
bool
|
||
|
CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint)
|
||
|
{
|
||
|
CVector speed;
|
||
|
float normalSpeed;
|
||
|
CVector vOtherSpeed;
|
||
|
float fOtherSpeed;
|
||
|
CVector frictionDir;
|
||
|
float fImpulse;
|
||
|
float impulseLimit;
|
||
|
|
||
|
if(bPedPhysics){
|
||
|
normalSpeed = DotProduct(m_vecMoveSpeed, colpoint.normal);
|
||
|
vOtherSpeed = m_vecMoveSpeed - colpoint.normal*normalSpeed;
|
||
|
|
||
|
fOtherSpeed = vOtherSpeed.Magnitude();
|
||
|
if(fOtherSpeed > 0.0f){
|
||
|
frictionDir = vOtherSpeed * (1.0f/fOtherSpeed);
|
||
|
// not really impulse but speed
|
||
|
// maybe use ApplyFrictionMoveForce instead?
|
||
|
fImpulse = -fOtherSpeed;
|
||
|
impulseLimit = adhesiveLimit*CTimer::GetTimeStep() / m_fMass;
|
||
|
if(fImpulse < -impulseLimit) fImpulse = -impulseLimit;
|
||
|
CVector vImpulse = frictionDir*fImpulse;
|
||
|
m_vecMoveFriction += CVector(vImpulse.x, vImpulse.y, 0.0f);
|
||
|
return true;
|
||
|
}
|
||
|
}else{
|
||
|
CVector pointpos = colpoint.point - GetPosition();
|
||
|
speed = GetSpeed(pointpos);
|
||
|
normalSpeed = DotProduct(speed, colpoint.normal);
|
||
|
vOtherSpeed = speed - colpoint.normal*normalSpeed;
|
||
|
|
||
|
fOtherSpeed = vOtherSpeed.Magnitude();
|
||
|
if(fOtherSpeed > 0.0f){
|
||
|
frictionDir = vOtherSpeed * (1.0f/fOtherSpeed);
|
||
|
fImpulse = -fOtherSpeed * m_fMass;
|
||
|
impulseLimit = adhesiveLimit*CTimer::GetTimeStep() * 1.5f;
|
||
|
if(fImpulse < -impulseLimit) fImpulse = -impulseLimit;
|
||
|
ApplyFrictionMoveForce(frictionDir*fImpulse);
|
||
|
ApplyFrictionTurnForce(frictionDir*fImpulse, pointpos);
|
||
|
|
||
|
if(fOtherSpeed > 0.1f &&
|
||
|
colpoint.surfaceB != SURFACE_2 && colpoint.surfaceB != SURFACE_4 &&
|
||
|
CSurfaceTable::GetAdhesionGroup(colpoint.surfaceA) == ADHESIVE_HARD){
|
||
|
CVector v = frictionDir * fOtherSpeed * 0.25f;
|
||
|
for(int i = 0; i < 4; i++)
|
||
|
CParticle::AddParticle(PARTICLE_SPARK_SMALL, colpoint.point, v);
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
void
|
||
|
CPhysical::AddCollisionRecord(CEntity *ent)
|
||
|
{
|
||
|
AddCollisionRecord_Treadable(ent);
|
||
|
this->bHasCollided = true;
|
||
|
ent->bHasCollided = true;
|
||
|
if(IsVehicle() && ent->IsVehicle()){
|
||
|
if(((CVehicle*)this)->m_nAlarmState == -1)
|
||
|
((CVehicle*)this)->m_nAlarmState = 15000;
|
||
|
if(((CVehicle*)ent)->m_nAlarmState == -1)
|
||
|
((CVehicle*)ent)->m_nAlarmState = 15000;
|
||
|
}
|
||
|
if(bUseCollisionRecords){
|
||
|
int i;
|
||
|
for(i = 0; i < m_nCollisionRecords; i++)
|
||
|
if(m_aCollisionRecords[i] == ent)
|
||
|
return;
|
||
|
if(m_nCollisionRecords < PHYSICAL_MAX_COLLISIONRECORDS)
|
||
|
m_aCollisionRecords[m_nCollisionRecords++] = ent;
|
||
|
m_nLastTimeCollided = CTimer::GetTimeInMilliseconds();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void
|
||
|
CPhysical::AddCollisionRecord_Treadable(CEntity *ent)
|
||
|
{
|
||
|
if(ent->IsBuilding() && ((CBuilding*)ent)->GetIsATreadable()){
|
||
|
CTreadable *t = (CTreadable*)ent;
|
||
|
if(t->m_nodeIndicesPeds[0] >= 0 ||
|
||
|
t->m_nodeIndicesPeds[1] >= 0 ||
|
||
|
t->m_nodeIndicesPeds[2] >= 0 ||
|
||
|
t->m_nodeIndicesPeds[3] >= 0)
|
||
|
m_pedTreadable = t;
|
||
|
if(t->m_nodeIndicesCars[0] >= 0 ||
|
||
|
t->m_nodeIndicesCars[1] >= 0 ||
|
||
|
t->m_nodeIndicesCars[2] >= 0 ||
|
||
|
t->m_nodeIndicesCars[3] >= 0)
|
||
|
m_carTreadable = t;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool
|
||
|
CPhysical::GetHasCollidedWith(CEntity *ent)
|
||
|
{
|
||
|
int i;
|
||
|
if(bUseCollisionRecords)
|
||
|
for(i = 0; i < m_nCollisionRecords; i++)
|
||
|
if(m_aCollisionRecords[i] == ent)
|
||
|
return true;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
void
|
||
|
CPhysical::ProcessControl(void)
|
||
|
{
|
||
|
if(!IsPed())
|
||
|
m_phy_flagA8 = false;
|
||
|
bHasContacted = false;
|
||
|
bIsInSafePosition = false;
|
||
|
bWasPostponed = false;
|
||
|
bHasHitWall = false;
|
||
|
|
||
|
if(m_status == STATUS_SIMPLE)
|
||
|
return;
|
||
|
|
||
|
m_nCollisionRecords = 0;
|
||
|
bHasCollided = false;
|
||
|
m_nCollisionPieceType = 0;
|
||
|
m_fCollisionImpulse = 0.0f;
|
||
|
m_pCollidingEntity = nil;
|
||
|
|
||
|
if(!bIsStuck){
|
||
|
if(IsObject() ||
|
||
|
IsPed() && !bPedPhysics){
|
||
|
m_vecMoveSpeedAvg = (m_vecMoveSpeedAvg + m_vecMoveSpeed)/2.0f;
|
||
|
m_vecTurnSpeedAvg = (m_vecTurnSpeedAvg + m_vecTurnSpeed)/2.0f;
|
||
|
float step = CTimer::GetTimeStep() * 0.003;
|
||
|
if(m_vecMoveSpeedAvg.MagnitudeSqr() < step*step &&
|
||
|
m_vecTurnSpeedAvg.MagnitudeSqr() < step*step){
|
||
|
m_nStaticFrames++;
|
||
|
if(m_nStaticFrames > 10){
|
||
|
m_nStaticFrames = 10;
|
||
|
bIsStatic = true;
|
||
|
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
|
||
|
m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
|
||
|
m_vecMoveFriction = m_vecMoveSpeed;
|
||
|
m_vecTurnFriction = m_vecTurnSpeed;
|
||
|
return;
|
||
|
}
|
||
|
}else
|
||
|
m_nStaticFrames = 0;
|
||
|
}
|
||
|
}
|
||
|
ApplyGravity();
|
||
|
ApplyFriction();
|
||
|
ApplyAirResistance();
|
||
|
}
|
||
|
|
||
|
STARTPATCHES
|
||
|
InjectHook(0x4951F0, &CPhysical::Add_, PATCH_JUMP);
|
||
|
InjectHook(0x4954B0, &CPhysical::Remove_, PATCH_JUMP);
|
||
|
InjectHook(0x495540, &CPhysical::RemoveAndAdd, PATCH_JUMP);
|
||
|
InjectHook(0x495F10, &CPhysical::ProcessControl_, PATCH_JUMP);
|
||
|
InjectHook(0x4958F0, &CPhysical::AddToMovingList, PATCH_JUMP);
|
||
|
InjectHook(0x495940, &CPhysical::RemoveFromMovingList, PATCH_JUMP);
|
||
|
|
||
|
InjectHook(0x497180, &CPhysical::AddCollisionRecord, PATCH_JUMP);
|
||
|
InjectHook(0x4970C0, &CPhysical::AddCollisionRecord_Treadable, PATCH_JUMP);
|
||
|
InjectHook(0x497240, &CPhysical::GetHasCollidedWith, PATCH_JUMP);
|
||
|
|
||
|
#define F3 float, float, float
|
||
|
InjectHook(0x495B10, &CPhysical::ApplyMoveSpeed, PATCH_JUMP);
|
||
|
InjectHook(0x497280, &CPhysical::ApplyTurnSpeed, PATCH_JUMP);
|
||
|
InjectHook(0x4959A0, (void (CPhysical::*)(F3))&CPhysical::ApplyMoveForce, PATCH_JUMP);
|
||
|
InjectHook(0x495A10, (void (CPhysical::*)(F3, F3))&CPhysical::ApplyTurnForce, PATCH_JUMP);
|
||
|
InjectHook(0x495D90, (void (CPhysical::*)(F3))&CPhysical::ApplyFrictionMoveForce, PATCH_JUMP);
|
||
|
InjectHook(0x495E10, (void (CPhysical::*)(F3, F3))&CPhysical::ApplyFrictionTurnForce, PATCH_JUMP);
|
||
|
InjectHook(0x499890, &CPhysical::ApplySpringCollision, PATCH_JUMP);
|
||
|
InjectHook(0x495B50, &CPhysical::ApplyGravity, PATCH_JUMP);
|
||
|
InjectHook(0x495B80, (void (CPhysical::*)(void))&CPhysical::ApplyFriction, PATCH_JUMP);
|
||
|
InjectHook(0x495C20, &CPhysical::ApplyAirResistance, PATCH_JUMP);
|
||
|
|
||
|
InjectHook(0x4973A0, &CPhysical::ApplyCollision, PATCH_JUMP);
|
||
|
InjectHook(0x4992A0, &CPhysical::ApplyCollisionAlt, PATCH_JUMP);
|
||
|
InjectHook(0x499BE0, (bool (CPhysical::*)(float, CColPoint&))&CPhysical::ApplyFriction, PATCH_JUMP);
|
||
|
InjectHook(0x49A180, (bool (CPhysical::*)(CPhysical*, float, CColPoint&))&CPhysical::ApplyFriction, PATCH_JUMP);
|
||
|
ENDPATCHES
|