initial work on vehicles

This commit is contained in:
aap 2021-01-16 19:38:05 +01:00
parent d1b2dd2831
commit a672860c40
18 changed files with 674 additions and 617 deletions

View file

@ -21,11 +21,7 @@
#include "Pickups.h"
#include "Physical.h"
//--MIAMI: file done
#ifdef WALLCLIMB_CHEAT
bool gGravityCheat;
#endif
CPhysical::CPhysical(void)
@ -359,7 +355,7 @@ CPhysical::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
return numSpheres;
}
// --MIAMI: Proof-read once
//--LCS: done
void
CPhysical::ProcessControl(void)
{
@ -427,7 +423,7 @@ CPhysical::GetSpeed(const CVector &r)
return m_vecMoveSpeed + m_vecMoveFriction + CrossProduct(m_vecTurnFriction + m_vecTurnSpeed, r);
}
// --MIAMI: Proof-read once
//--LCS: done
void
CPhysical::ApplyMoveSpeed(void)
{
@ -437,13 +433,13 @@ CPhysical::ApplyMoveSpeed(void)
GetMatrix().Translate(m_vecMoveSpeed * CTimer::GetTimeStep());
}
// --MIAMI: Proof-read once
//--LCS: done
void
CPhysical::ApplyTurnSpeed(void)
{
if(bIsFrozen){
m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
}else{
}else if(!m_vecTurnSpeed.IsZero()){
// Move the coordinate axes by their speed
// Note that this denormalizes the matrix
CVector turnvec = m_vecTurnSpeed*CTimer::GetTimeStep();
@ -453,29 +449,36 @@ CPhysical::ApplyTurnSpeed(void)
}
}
// --MIAMI: Proof-read once
//--LCS: done
void
CPhysical::ApplyMoveForce(float jx, float jy, float jz)
{
m_vecMoveSpeed += CVector(jx, jy, jz)*(1.0f/m_fMass);
m_vecTurnSpeed.x = clamp(m_vecTurnSpeed.x, -4.0f, 4.0f);
m_vecTurnSpeed.y = clamp(m_vecTurnSpeed.y, -4.0f, 4.0f);
m_vecTurnSpeed.z = clamp(m_vecTurnSpeed.z, -4.0f, 4.0f);
}
// --MIAMI: Proof-read once
//--LCS: done
void
CPhysical::ApplyTurnForce(float jx, float jy, float jz, float px, float py, float pz)
{
CVector com = Multiply3x3(m_matrix, m_vecCentreOfMass);
CVector turnimpulse = CrossProduct(CVector(px, py, pz)-com, CVector(jx, jy, jz));
m_vecTurnSpeed += turnimpulse*(1.0f/m_fTurnMass);
m_vecTurnSpeed.x = clamp(m_vecTurnSpeed.x, -4.0f, 4.0f);
m_vecTurnSpeed.y = clamp(m_vecTurnSpeed.y, -4.0f, 4.0f);
m_vecTurnSpeed.z = clamp(m_vecTurnSpeed.z, -4.0f, 4.0f);
}
//--LCS: done
void
CPhysical::ApplyFrictionMoveForce(float jx, float jy, float jz)
{
m_vecMoveFriction += CVector(jx, jy, jz)*(1.0f/m_fMass);
}
// --MIAMI: Proof-read once
//--LCS: done
void
CPhysical::ApplyFrictionTurnForce(float jx, float jy, float jz, float px, float py, float pz)
{
@ -484,7 +487,7 @@ CPhysical::ApplyFrictionTurnForce(float jx, float jy, float jz, float px, float
m_vecTurnFriction += turnimpulse*(1.0f/m_fTurnMass);
}
// --MIAMI: Proof-read once
//--LCS: done
bool
CPhysical::ApplySpringCollision(float springConst, CVector &springDir, CVector &point, float springRatio, float bias)
{
@ -498,16 +501,16 @@ CPhysical::ApplySpringCollision(float springConst, CVector &springDir, CVector &
return true;
}
// --MIAMI: Proof-read once
//--LCS: done
bool
CPhysical::ApplySpringCollisionAlt(float springConst, CVector &springDir, CVector &point, float springRatio, float bias, CVector &forceDir)
CPhysical::ApplySpringCollisionAlt(float springConst, CVector &springDir, CVector &point, float springRatio, float bias, CVector &forceDir, float &impulse)
{
float compression = 1.0f - springRatio;
if(compression > 0.0f){
if(DotProduct(springDir, forceDir) > 0.0f)
forceDir *= -1.0f;
float step = Min(CTimer::GetTimeStep(), 3.0f);
float impulse = GRAVITY*m_fMass*step * springConst * compression * bias*2.0f;
impulse = GRAVITY*m_fMass*step * springConst * compression * bias*2.0f;
if(bIsHeavy)
impulse *= 0.75f;
ApplyMoveForce(forceDir*impulse);
@ -516,58 +519,75 @@ CPhysical::ApplySpringCollisionAlt(float springConst, CVector &springDir, CVecto
return true;
}
// --MIAMI: Proof-read once
float DAMPING_LIMIT_OF_SPRING_FORCE = 0.999f;
float DAMPING_LIMIT_IN_FRAME= 0.25f;
//--LCS: done
// What exactly is speed?
bool
CPhysical::ApplySpringDampening(float damping, CVector &springDir, CVector &point, CVector &speed)
CPhysical::ApplySpringDampening(float damping, float dampingLimit, CVector &springDir, CVector &point, CVector &speed)
{
float speedA = DotProduct(speed, springDir);
float speedB = DotProduct(GetSpeed(point), springDir);
float step = Min(CTimer::GetTimeStep(), 3.0f);
float impulse = -damping * (speedA + speedB)/2.0f * m_fMass * step * 0.53f;
damping *= step;
if(bIsHeavy)
impulse *= 2.0f;
damping *= 2.0f;
damping = clamp(damping, -DAMPING_LIMIT_IN_FRAME, DAMPING_LIMIT_IN_FRAME);
// what is this?
float a = m_fTurnMass / ((point.MagnitudeSqr() + 1.0f) * 2.0f * m_fMass);
a = Min(a, 1.0f);
float b = Abs(impulse / (speedB * m_fMass));
if(a < b)
impulse *= a/b;
float fSpeed = -speedA * damping;
if(fSpeed > 0.0f && fSpeed+speedB > 0.0f){
if(speedB < 0.0f)
fSpeed = -speedB;
else
fSpeed = 0.0f;
}else if(fSpeed < 0.0f && fSpeed+speedB < 0.0f){
if(speedB > 0.0f)
fSpeed = -speedB;
else
fSpeed = 0.0f;
}
CVector com = Multiply3x3(m_matrix, m_vecCentreOfMass);
float impulse = fSpeed*GetMass(point-com, springDir);
float limit = Abs(dampingLimit)*DAMPING_LIMIT_OF_SPRING_FORCE;
if(impulse > limit)
impulse = limit;
ApplyMoveForce(springDir*impulse);
ApplyTurnForce(springDir*impulse, point);
return true;
}
//--LCS: done
void
CPhysical::ApplyGravity(void)
{
if (!bAffectedByGravity)
return;
#ifdef WALLCLIMB_CHEAT
if (gGravityCheat && this == FindPlayerVehicle()) {
static CVector v1(0.0f, 0.0f, 1.0f), v2(0.0f, 0.0f, 1.0f);
CVector prop = GetPosition() - (GetUp() + GetUp());
static CVector gravityUp(0.0f, 0.0f, 1.0f), surfaceUp(0.0f, 0.0f, 1.0f);
CVector belowCar = GetPosition() - 2.0f*GetUp();
CColPoint point;
CEntity* entity;
if (CWorld::ProcessLineOfSight(GetPosition(), prop, point, entity, true, false, false, false, false, false))
v2 = point.normal;
if (CWorld::ProcessLineOfSight(GetPosition(), belowCar, point, entity, true, false, false, false, false, false))
surfaceUp = point.normal;
else
v2 = CVector(0.0f, 0.0f, 1.0f);
float coef = clamp(CTimer::GetTimeStep() * 0.5f, 0.05f, 0.8f);
v1 = v1 * (1.0f - coef) + v2 * coef;
if (v1.MagnitudeSqr() < 0.1f)
v1 = CVector(0.0f, 0.0f, 1.0f);
surfaceUp = CVector(0.0f, 0.0f, 1.0f);
float t = clamp(CTimer::GetTimeStep() * 0.5f, 0.05f, 0.8f);
gravityUp = gravityUp * (1.0f - t) + surfaceUp * t;
if (gravityUp.MagnitudeSqr() < 0.1f)
gravityUp = CVector(0.0f, 0.0f, 1.0f);
else
v1.Normalise();
m_vecMoveSpeed -= GRAVITY * CTimer::GetTimeStep() * v1;
gravityUp.Normalise();
m_vecMoveSpeed -= GRAVITY * CTimer::GetTimeStep() * gravityUp;
return;
}
#endif
m_vecMoveSpeed.z -= GRAVITY * CTimer::GetTimeStep();
}
//--LCS: done
void
CPhysical::ApplyFriction(void)
{
@ -577,7 +597,7 @@ CPhysical::ApplyFriction(void)
m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
}
// --MIAMI: Proof-read once
//--LCS: done
void
CPhysical::ApplyAirResistance(void)
{
@ -585,8 +605,8 @@ CPhysical::ApplyAirResistance(void)
float f = Pow(m_fAirResistance, CTimer::GetTimeStep());
m_vecMoveSpeed *= f;
m_vecTurnSpeed *= f;
}else if(GetStatus() != STATUS_GHOST){
float f = Pow(1.0f/Abs(1.0f + m_fAirResistance*0.5f*m_vecMoveSpeed.MagnitudeSqr()), CTimer::GetTimeStep());
}else{
float f = Pow(1.0f - m_fAirResistance*m_vecMoveSpeed.Magnitude(), CTimer::GetTimeStep());
m_vecMoveSpeed *= f;
m_vecTurnSpeed *= 0.99f;
}
@ -2310,3 +2330,44 @@ CPhysical::ProcessCollision(void)
m_fElasticity = savedElasticity;
RemoveAndAdd();
}
// TEMP old VC code until bikes are done
bool
CPhysical::ApplySpringCollisionAlt(float springConst, CVector &springDir, CVector &point, float springRatio, float bias, CVector &forceDir)
{
float compression = 1.0f - springRatio;
if(compression > 0.0f){
if(DotProduct(springDir, forceDir) > 0.0f)
forceDir *= -1.0f;
float step = Min(CTimer::GetTimeStep(), 3.0f);
float impulse = GRAVITY*m_fMass*step * springConst * compression * bias*2.0f;
if(bIsHeavy)
impulse *= 0.75f;
ApplyMoveForce(forceDir*impulse);
ApplyTurnForce(forceDir*impulse, point);
}
return true;
}
bool
CPhysical::ApplySpringDampening(float damping, CVector &springDir, CVector &point, CVector &speed)
{
float speedA = DotProduct(speed, springDir);
float speedB = DotProduct(GetSpeed(point), springDir);
float step = Min(CTimer::GetTimeStep(), 3.0f);
float impulse = -damping * (speedA + speedB)/2.0f * m_fMass * step * 0.53f;
if(bIsHeavy)
impulse *= 2.0f;
// what is this?
float a = m_fTurnMass / ((point.MagnitudeSqr() + 1.0f) * 2.0f * m_fMass);
a = Min(a, 1.0f);
float b = Abs(impulse / (speedB * m_fMass));
if(a < b)
impulse *= a/b;
ApplyMoveForce(springDir*impulse);
ApplyTurnForce(springDir*impulse, point);
return true;
}