CBoat and friends

This commit is contained in:
aap 2020-07-01 18:03:39 +02:00
parent 389123cff3
commit 2141247e08
12 changed files with 883 additions and 313 deletions

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@ -474,6 +474,8 @@ DebugMenuPopulate(void)
DebugMenuAddCmd("Spawn", "Spawn PCJ 600", [](){ SpawnCar(MI_PCJ600); });
DebugMenuAddCmd("Spawn", "Spawn Faggio", [](){ SpawnCar(MI_FAGGIO); });
DebugMenuAddCmd("Spawn", "Spawn Freeway", [](){ SpawnCar(MI_FREEWAY); });
DebugMenuAddCmd("Spawn", "Spawn Squalo", [](){ SpawnCar(MI_SQUALO); });
DebugMenuAddCmd("Spawn", "Spawn Skimmer", [](){ SpawnCar(MI_SKIMMER); });
DebugMenuAddVarBool8("Render", "Draw hud", &CHud::m_Wants_To_Draw_Hud, nil);
DebugMenuAddVarBool8("Render", "Backface Culling", &gBackfaceCulling, nil);

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@ -89,7 +89,17 @@ RwObjectNameIdAssocation boatIds[] = {
{ "boat_flap_right", BOAT_FLAP_RIGHT, 0 },
{ "boat_rearflap_left", BOAT_REARFLAP_LEFT, 0 },
{ "boat_rearflap_right", BOAT_REARFLAP_RIGHT, 0 },
#ifdef FIX_BUGS
// let's just accept both
{ "windscreen", BOAT_WINDSCREEN, VEHICLE_FLAG_WINDSCREEN | VEHICLE_FLAG_DRAWLAST },
{ "windscreen_hi_ok", BOAT_WINDSCREEN, VEHICLE_FLAG_WINDSCREEN | VEHICLE_FLAG_DRAWLAST },
#else
#ifdef GTA_PS2
{ "windscreen", BOAT_WINDSCREEN, VEHICLE_FLAG_WINDSCREEN | VEHICLE_FLAG_DRAWLAST },
#else
{ "windscreen_hi_ok", BOAT_WINDSCREEN, VEHICLE_FLAG_WINDSCREEN | VEHICLE_FLAG_DRAWLAST },
#endif
#endif
{ "ped_frontseat", BOAT_POS_FRONTSEAT, VEHICLE_FLAG_POS | CLUMP_FLAG_NO_HIERID },
{ nil, 0, 0 }
};

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@ -98,5 +98,6 @@ public:
};
extern bool clearWaterDrop;
extern int32 numWaterDropOnScreen;
VALIDATE_SIZE(CParticle, 0x58);

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@ -279,7 +279,7 @@ void CWeather::Update(void)
}
Wind = InterpolationValue * Windiness[NewWeatherType] + (1.0f - InterpolationValue) * Windiness[OldWeatherType];
WindClipped = Max(1.0f, Wind);
WindClipped = Min(1.0f, Wind);
if (CClock::GetHours() == 20)
TrafficLightBrightness = CClock::GetMinutes() / 60.0f;

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@ -625,6 +625,14 @@ CVisibilityPlugins::RenderPedCB(RpAtomic *atomic)
return atomic;
}
float
CVisibilityPlugins::GetDistanceSquaredFromCamera(RwV3d *pos)
{
RwV3d dist;
RwV3dSub(&dist, pos, ms_pCameraPosn);
return RwV3dDotProduct(&dist, &dist);
}
float
CVisibilityPlugins::GetDistanceSquaredFromCamera(RwFrame *frame)
{

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@ -83,6 +83,7 @@ public:
static bool VehicleVisibilityCB(RpClump *clump);
static bool VehicleVisibilityCB_BigVehicle(RpClump *clump);
static float GetDistanceSquaredFromCamera(RwV3d *pos);
static float GetDistanceSquaredFromCamera(RwFrame *frame);
static float GetDotProductWithCameraVector(RwMatrix *atomicMat, RwMatrix *clumpMat, uint32 flags);

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@ -3796,7 +3796,7 @@ void
CAutomobile::DoDriveByShootings(void)
{
CAnimBlendAssociation *anim = nil;
CPlayerInfo* playerInfo = ((CPlayerPed*)this)->GetPlayerInfoForThisPlayerPed();
CPlayerInfo* playerInfo = ((CPlayerPed*)pDriver)->GetPlayerInfoForThisPlayerPed();
if (playerInfo && !playerInfo->m_bDriveByAllowed)
return;

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@ -1989,7 +1989,7 @@ void
CBike::DoDriveByShootings(void)
{
CAnimBlendAssociation *anim;
CPlayerInfo* playerInfo = ((CPlayerPed*)this)->GetPlayerInfoForThisPlayerPed();
CPlayerInfo* playerInfo = ((CPlayerPed*)pDriver)->GetPlayerInfoForThisPlayerPed();
if (playerInfo && !playerInfo->m_bDriveByAllowed)
return;

File diff suppressed because it is too large Load diff

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@ -1,6 +1,7 @@
#pragma once
#include "Vehicle.h"
#include "Door.h"
enum eBoatNodes
{
@ -10,33 +11,34 @@ enum eBoatNodes
BOAT_FLAP_LEFT,
BOAT_FLAP_RIGHT,
BOAT_REARFLAP_LEFT,
BOAT_REARFLAP_RIGHT
BOAT_REARFLAP_RIGHT,
NUM_BOAT_NODES
};
class CBoat : public CVehicle
{
public:
// 0x288
float m_fPropellerZ;
float m_fPropellerY;
CVector m_waterMoveDrag;
CVector m_waterTurnDrag;
float m_fMovingHiRotation;
int32 _unk0;
RwFrame *m_aBoatNodes[4];
float m_fMovingRotation;
float m_fMovingSpeed;
int32 m_boat_unused1;
RwFrame *m_aBoatNodes[NUM_BOAT_NODES];
CDoor m_boom;
tBoatHandlingData *pBoatHandling;
uint8 bBoatInWater : 1;
uint8 bPropellerInWater : 1;
bool m_bIsAnchored;
float m_fOrientation;
int32 _unk1;
uint32 m_nPoliceShoutTimer;
int32 m_boat_unused2;
float m_fDamage;
CEntity *m_pSetOnFireEntity;
bool _unk2;
float m_skimmerThingTimer;
bool m_boat_unused3;
float m_fAccelerate;
float m_fBrake;
float m_fSteeringLeftRight;
uint8 m_nPadID;
int32 _unk3;
int32 m_boat_unused4;
float m_fVolumeUnderWater;
CVector m_vecBuoyancePoint;
float m_fPrevVolumeUnderWater;
@ -54,7 +56,7 @@ public:
virtual void SetModelIndex(uint32 id);
virtual void ProcessControl();
virtual void Teleport(CVector v);
virtual void PreRender(void) {};
virtual void PreRender(void);
virtual void Render(void);
virtual void ProcessControlInputs(uint8);
virtual void GetComponentWorldPosition(int32 component, CVector &pos);

View file

@ -7,18 +7,40 @@
#include "Vehicle.h"
#include "Floater.h"
//--MIAMI: done
cBuoyancy mod_Buoyancy;
static float fVolMultiplier = 1.0f;
float fVolMultiplier = 1.0f;
// amount of boat volume in bounding box
// 1.0-volume is the empty space in the bbox
static float fBoatVolumeDistribution[9] = {
float fBoatVolumeDistribution[9] = {
// rear
0.75f, 0.9f, 0.75f,
0.95f, 1.0f, 0.95f,
0.3f, 0.7f, 0.3f
0.4f, 0.7f, 0.4f
// bow
};
float fBoatVolumeDistributionCat[9] = {
0.9f, 0.3f, 0.9f,
1.0f, 0.5f, 1.0f,
0.95f, 0.4f, 0.95f
};
float fBoatVolumeDistributionSail[9] = {
0.55f, 0.95f, 0.55f,
0.75f, 1.1f, 0.75f,
0.3f, 0.8f, 0.3f
};
float fBoatVolumeDistributionDinghy[9] = {
0.65f, 0.85f, 0.65f,
0.85f, 1.1f, 0.85f,
0.65f, 0.95f, 0.65f
};
float fBoatVolumeDistributionSpeed[9] = {
0.7f, 0.9f, 0.7f,
0.95f, 1.0f, 0.95f,
0.6f, 0.7f, 0.6f
};
bool
cBuoyancy::ProcessBuoyancy(CPhysical *phys, float buoyancy, CVector *point, CVector *impulse)
@ -37,6 +59,76 @@ cBuoyancy::ProcessBuoyancy(CPhysical *phys, float buoyancy, CVector *point, CVec
return f != 0.0f;
}
bool
cBuoyancy::ProcessBuoyancyBoat(CVehicle *veh, float buoyancy, CVector *point, CVector *impulse, bool bNoTurnForce)
{
m_numSteps = 2.0f;
if(!CWaterLevel::GetWaterLevel(veh->GetPosition(), &m_waterlevel, veh->bTouchingWater))
return false;
m_matrix = veh->GetMatrix();
PreCalcSetup(veh, buoyancy);
float x, y;
int ix, i;
tWaterLevel waterPosition;
CVector waterNormal;
// Floater is divided into 3x3 parts. Process and sum each of them
float volDiv = 1.0f/((m_dimMax.z - m_dimMin.z)*sq(m_numSteps+1.0f));
ix = 0;
for(x = m_dimMin.x; x <= m_dimMax.x; x += m_step.x){
i = ix;
for(y = m_dimMin.y; y <= m_dimMax.y; y += m_step.y){
CVector waterLevel(x, y, 0.0f);
FindWaterLevelNorm(m_positionZ, &waterLevel, &waterPosition, &waterNormal);
switch(veh->GetModelIndex()){
case MI_RIO:
fVolMultiplier = fBoatVolumeDistributionCat[i];
break;
case MI_SQUALO:
case MI_SPEEDER:
case MI_JETMAX:
fVolMultiplier = fBoatVolumeDistributionSpeed[i];
break;
case MI_COASTG:
case MI_DINGHY:
fVolMultiplier = fBoatVolumeDistributionDinghy[i];
break;
case MI_MARQUIS:
fVolMultiplier = fBoatVolumeDistributionSail[i];
break;
case MI_PREDATOR:
case MI_SKIMMER:
case MI_REEFER:
case MI_TROPIC:
default:
fVolMultiplier = fBoatVolumeDistribution[i];
break;
}
if(waterPosition != FLOATER_ABOVE_WATER){
float volume = SimpleSumBuoyancyData(waterLevel, waterPosition);
float upImpulse = volume * volDiv * buoyancy * CTimer::GetTimeStep();
CVector speed = veh->GetSpeed(Multiply3x3(veh->GetMatrix(), CVector(x, y, 0.0f)));
float damp = 1.0f - DotProduct(speed, waterNormal)*veh->pHandling->fSuspensionDampingLevel;
float finalImpulse = upImpulse*Max(damp, 0.0f);
impulse->z += finalImpulse;
if(!bNoTurnForce)
veh->ApplyTurnForce(finalImpulse*waterNormal, Multiply3x3(m_matrix, waterLevel));
}
i += 3;
}
ix++;
}
m_volumeUnderWater *= volDiv;
*point = Multiply3x3(m_matrix, m_impulsePoint);
return m_isBoat || m_haveVolume;
}
void
cBuoyancy::PreCalcSetup(CPhysical *phys, float buoyancy)
{
@ -48,17 +140,55 @@ cBuoyancy::PreCalcSetup(CPhysical *phys, float buoyancy)
m_dimMax = colModel->boundingBox.max;
if(m_isBoat){
if(phys->GetModelIndex() == MI_PREDATOR){
switch(phys->GetModelIndex()){
case MI_PREDATOR:
default:
m_dimMax.y *= 1.05f;
m_dimMin.y *= 0.9f;
break;
case MI_SPEEDER:
m_dimMax.y *= 1.25f;
m_dimMin.y *= 0.83f;
break;
case MI_REEFER:
m_dimMin.y *= 0.9f;
break;
case MI_RIO:
m_dimMax.y *= 0.9f;
m_dimMin.y *= 0.9f;
}else if(phys->GetModelIndex() == MI_SPEEDER){
m_dimMax.z += 0.25f;
m_dimMin.z -= 0.2f;
break;
case MI_SQUALO:
m_dimMax.y *= 0.9f;
m_dimMin.y *= 0.9f;
break;
case MI_TROPIC:
m_dimMax.y *= 1.3f;
m_dimMin.y *= 0.82f;
m_dimMin.z -= 0.2f;
break;
case MI_SKIMMER:
m_dimMin.y = -m_dimMax.y;
m_dimMax.y *= 1.2f;
break;
case MI_COASTG:
m_dimMax.y *= 1.1f;
m_dimMin.y *= 0.9f;
}else if(phys->GetModelIndex() == MI_REEFER){
m_dimMin.z -= 0.3f;
break;
case MI_DINGHY:
m_dimMax.y *= 1.3f;
m_dimMin.y *= 0.9f;
}else{
m_dimMax.y *= 0.9f;
m_dimMin.z -= 0.2f;
break;
case MI_MARQUIS:
m_dimMax.y *= 1.3f;
m_dimMin.y *= 0.9f;
break;
case MI_JETMAX:
m_dimMin.y *= 0.9f;
break;
}
}
@ -92,22 +222,17 @@ void
cBuoyancy::SimpleCalcBuoyancy(void)
{
float x, y;
int ix, i;
tWaterLevel waterPosition;
// Floater is divided into 3x3 parts. Process and sum each of them
ix = 0;
for(x = m_dimMin.x; x <= m_dimMax.x; x += m_step.x){
i = ix;
for(y = m_dimMin.y; y <= m_dimMax.y; y += m_step.y){
CVector waterLevel(x, y, 0.0f);
FindWaterLevel(m_positionZ, &waterLevel, &waterPosition);
fVolMultiplier = m_isBoat ? fBoatVolumeDistribution[i] : 1.0f;
fVolMultiplier = 1.0f;
if(waterPosition != FLOATER_ABOVE_WATER)
SimpleSumBuoyancyData(waterLevel, waterPosition);
i += 3;
}
ix++;
}
m_volumeUnderWater /= (m_dimMax.z - m_dimMin.z)*sq(m_numSteps+1.0f);
@ -129,10 +254,6 @@ cBuoyancy::SimpleSumBuoyancyData(CVector &waterLevel, tWaterLevel waterPosition)
if(m_isBoat){
fThisVolume *= fVolMultiplier;
if(fThisVolume < 0.5f)
fThisVolume = 2.0f*sq(fThisVolume);
if(fThisVolume < 1.0f)
fThisVolume = sq(fThisVolume);
fThisVolume = sq(fThisVolume);
}
@ -173,6 +294,26 @@ cBuoyancy::FindWaterLevel(const CVector &zpos, CVector *waterLevel, tWaterLevel
}
}
// Same as above but also get normal
void
cBuoyancy::FindWaterLevelNorm(const CVector &zpos, CVector *waterLevel, tWaterLevel *waterPosition, CVector *normal)
{
*waterPosition = FLOATER_IN_WATER;
CVector xWaterLevel = Multiply3x3(m_matrix, *waterLevel);
CWaterLevel::GetWaterLevel(xWaterLevel.x + m_position.x, xWaterLevel.y + m_position.y, m_position.z,
&waterLevel->z, true);
waterLevel->z -= xWaterLevel.z + zpos.z; // make local
if(waterLevel->z >= m_dimMin.z)
*normal = CWaterLevel::GetWaterNormal(xWaterLevel.x + m_position.x, xWaterLevel.y + m_position.y);
if(waterLevel->z > m_dimMax.z){
waterLevel->z = m_dimMax.z;
*waterPosition = FLOATER_UNDER_WATER;
}else if(waterLevel->z < m_dimMin.z){
waterLevel->z = m_dimMin.z;
*waterPosition = FLOATER_ABOVE_WATER;
}
}
bool
cBuoyancy::CalcBuoyancyForce(CPhysical *phys, CVector *point, CVector *impulse)
{

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@ -36,10 +36,12 @@ public:
CVector m_impulsePoint;
bool ProcessBuoyancy(CPhysical *phys, float buoyancy, CVector *point, CVector *impulse);
bool ProcessBuoyancyBoat(CVehicle *phys, float buoyancy, CVector *point, CVector *impulse, bool bNoTurnForce);
void PreCalcSetup(CPhysical *phys, float buoyancy);
void SimpleCalcBuoyancy(void);
float SimpleSumBuoyancyData(CVector &waterLevel, tWaterLevel waterPosition);
void FindWaterLevel(const CVector &zpos, CVector *waterLevel, tWaterLevel *waterPosition);
void FindWaterLevelNorm(const CVector &zpos, CVector *waterLevel, tWaterLevel *waterPosition, CVector *normal);
bool CalcBuoyancyForce(CPhysical *phys, CVector *impulse, CVector *point);
};
extern cBuoyancy mod_Buoyancy;