mirror of
https://github.com/GTAmodding/re3.git
synced 2024-11-16 03:58:59 +00:00
2246 lines
68 KiB
C++
2246 lines
68 KiB
C++
#include "common.h"
|
|
|
|
#include "World.h"
|
|
#include "General.h"
|
|
#include "Timer.h"
|
|
#include "Stats.h"
|
|
#include "ModelIndices.h"
|
|
#include "Treadable.h"
|
|
#include "Vehicle.h"
|
|
#include "Ped.h"
|
|
#include "Object.h"
|
|
#include "Glass.h"
|
|
#include "ParticleObject.h"
|
|
#include "Particle.h"
|
|
#include "SurfaceTable.h"
|
|
#include "PathFind.h"
|
|
#include "CarCtrl.h"
|
|
#include "DMAudio.h"
|
|
#include "Automobile.h"
|
|
#include "Bike.h"
|
|
#include "Pickups.h"
|
|
#include "Physical.h"
|
|
|
|
//--MIAMI: file done
|
|
|
|
#ifdef WALLCLIMB_CHEAT
|
|
bool gGravityCheat;
|
|
#endif
|
|
|
|
|
|
CPhysical::CPhysical(void)
|
|
{
|
|
int i;
|
|
|
|
#ifdef FIX_BUGS
|
|
m_nLastTimeCollided = 0;
|
|
#endif
|
|
|
|
m_fForceMultiplier = 1.0f;
|
|
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
|
|
m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
|
|
m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f);
|
|
m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
|
|
m_vecMoveSpeedAvg = CVector(0.0f, 0.0f, 0.0f);
|
|
m_vecTurnSpeedAvg = CVector(0.0f, 0.0f, 0.0f);
|
|
|
|
m_movingListNode = nil;
|
|
m_nStaticFrames = 0;
|
|
|
|
m_nCollisionRecords = 0;
|
|
for(i = 0; i < 6; i++)
|
|
m_aCollisionRecords[i] = nil;
|
|
|
|
m_bIsVehicleBeingShifted = false;
|
|
bJustCheckCollision = false;
|
|
|
|
m_nDamagePieceType = 0;
|
|
m_fDamageImpulse = 0.0f;
|
|
m_pDamageEntity = nil;
|
|
m_vecDamageNormal = CVector(0.0f, 0.0f, 0.0f);
|
|
|
|
bUsesCollision = true;
|
|
m_audioEntityId = -5;
|
|
m_phys_unused1 = 100.0f;
|
|
m_vecCentreOfMass = CVector(0.0f, 0.0f, 0.0f);
|
|
m_phys_unused2 = 0;
|
|
|
|
bIsHeavy = false;
|
|
bAffectedByGravity = true;
|
|
bInfiniteMass = false;
|
|
m_phy_flagA08 = false;
|
|
bIsInWater = false;
|
|
bHitByTrain = false;
|
|
bSkipLineCol = false;
|
|
|
|
m_fDistanceTravelled = 0.0f;
|
|
|
|
m_phy_flagA20 = false;
|
|
|
|
#ifdef FIX_BUGS
|
|
m_nSurfaceTouched = SURFACE_DEFAULT;
|
|
#endif
|
|
m_nZoneLevel = LEVEL_GENERIC;
|
|
|
|
bIsFrozen = false;
|
|
bDontLoadCollision = false;
|
|
}
|
|
|
|
CPhysical::~CPhysical(void)
|
|
{
|
|
m_entryInfoList.Flush();
|
|
}
|
|
|
|
void
|
|
CPhysical::Add(void)
|
|
{
|
|
int x, xstart, xmid, xend;
|
|
int y, ystart, ymid, yend;
|
|
CSector *s;
|
|
CPtrList *list;
|
|
|
|
CRect bounds = GetBoundRect();
|
|
xstart = CWorld::GetSectorIndexX(bounds.left);
|
|
xend = CWorld::GetSectorIndexX(bounds.right);
|
|
xmid = CWorld::GetSectorIndexX((bounds.left + bounds.right)/2.0f);
|
|
ystart = CWorld::GetSectorIndexY(bounds.top);
|
|
yend = CWorld::GetSectorIndexY(bounds.bottom);
|
|
ymid = CWorld::GetSectorIndexY((bounds.top + bounds.bottom)/2.0f);
|
|
assert(xstart >= 0);
|
|
assert(xend < NUMSECTORS_X);
|
|
assert(ystart >= 0);
|
|
assert(yend < NUMSECTORS_Y);
|
|
|
|
for(y = ystart; y <= yend; y++)
|
|
for(x = xstart; x <= xend; x++){
|
|
s = CWorld::GetSector(x, y);
|
|
if(x == xmid && y == ymid) switch(m_type){
|
|
case ENTITY_TYPE_VEHICLE:
|
|
list = &s->m_lists[ENTITYLIST_VEHICLES];
|
|
break;
|
|
case ENTITY_TYPE_PED:
|
|
list = &s->m_lists[ENTITYLIST_PEDS];
|
|
break;
|
|
case ENTITY_TYPE_OBJECT:
|
|
list = &s->m_lists[ENTITYLIST_OBJECTS];
|
|
break;
|
|
default:
|
|
assert(0);
|
|
}else switch(m_type){
|
|
case ENTITY_TYPE_VEHICLE:
|
|
list = &s->m_lists[ENTITYLIST_VEHICLES_OVERLAP];
|
|
break;
|
|
case ENTITY_TYPE_PED:
|
|
list = &s->m_lists[ENTITYLIST_PEDS_OVERLAP];
|
|
break;
|
|
case ENTITY_TYPE_OBJECT:
|
|
list = &s->m_lists[ENTITYLIST_OBJECTS_OVERLAP];
|
|
break;
|
|
default:
|
|
assert(0);
|
|
}
|
|
CPtrNode *node = list->InsertItem(this);
|
|
assert(node);
|
|
m_entryInfoList.InsertItem(list, node, s);
|
|
}
|
|
}
|
|
|
|
void
|
|
CPhysical::Remove(void)
|
|
{
|
|
CEntryInfoNode *node, *next;
|
|
for(node = m_entryInfoList.first; node; node = next){
|
|
next = node->next;
|
|
node->list->DeleteNode(node->listnode);
|
|
m_entryInfoList.DeleteNode(node);
|
|
}
|
|
}
|
|
|
|
void
|
|
CPhysical::RemoveAndAdd(void)
|
|
{
|
|
int x, xstart, xmid, xend;
|
|
int y, ystart, ymid, yend;
|
|
CSector *s;
|
|
CPtrList *list;
|
|
|
|
CRect bounds = GetBoundRect();
|
|
xstart = CWorld::GetSectorIndexX(bounds.left);
|
|
xend = CWorld::GetSectorIndexX(bounds.right);
|
|
xmid = CWorld::GetSectorIndexX((bounds.left + bounds.right)/2.0f);
|
|
ystart = CWorld::GetSectorIndexY(bounds.top);
|
|
yend = CWorld::GetSectorIndexY(bounds.bottom);
|
|
ymid = CWorld::GetSectorIndexY((bounds.top + bounds.bottom)/2.0f);
|
|
assert(xstart >= 0);
|
|
assert(xend < NUMSECTORS_X);
|
|
assert(ystart >= 0);
|
|
assert(yend < NUMSECTORS_Y);
|
|
|
|
// we'll try to recycle nodes from here
|
|
CEntryInfoNode *next = m_entryInfoList.first;
|
|
|
|
for(y = ystart; y <= yend; y++)
|
|
for(x = xstart; x <= xend; x++){
|
|
s = CWorld::GetSector(x, y);
|
|
if(x == xmid && y == ymid) switch(m_type){
|
|
case ENTITY_TYPE_VEHICLE:
|
|
list = &s->m_lists[ENTITYLIST_VEHICLES];
|
|
break;
|
|
case ENTITY_TYPE_PED:
|
|
list = &s->m_lists[ENTITYLIST_PEDS];
|
|
break;
|
|
case ENTITY_TYPE_OBJECT:
|
|
list = &s->m_lists[ENTITYLIST_OBJECTS];
|
|
break;
|
|
}else switch(m_type){
|
|
case ENTITY_TYPE_VEHICLE:
|
|
list = &s->m_lists[ENTITYLIST_VEHICLES_OVERLAP];
|
|
break;
|
|
case ENTITY_TYPE_PED:
|
|
list = &s->m_lists[ENTITYLIST_PEDS_OVERLAP];
|
|
break;
|
|
case ENTITY_TYPE_OBJECT:
|
|
list = &s->m_lists[ENTITYLIST_OBJECTS_OVERLAP];
|
|
break;
|
|
}
|
|
if(next){
|
|
// If we still have old nodes, use them
|
|
next->list->RemoveNode(next->listnode);
|
|
list->InsertNode(next->listnode);
|
|
next->list = list;
|
|
next->sector = s;
|
|
next = next->next;
|
|
}else{
|
|
CPtrNode *node = list->InsertItem(this);
|
|
m_entryInfoList.InsertItem(list, node, s);
|
|
}
|
|
}
|
|
|
|
// Remove old nodes we no longer need
|
|
CEntryInfoNode *node;
|
|
for(node = next; node; node = next){
|
|
next = node->next;
|
|
node->list->DeleteNode(node->listnode);
|
|
m_entryInfoList.DeleteNode(node);
|
|
}
|
|
}
|
|
|
|
CRect
|
|
CPhysical::GetBoundRect(void)
|
|
{
|
|
CVector center;
|
|
float radius;
|
|
GetBoundCentre(center);
|
|
radius = GetBoundRadius();
|
|
return CRect(center.x-radius, center.y-radius, center.x+radius, center.y+radius);
|
|
}
|
|
|
|
void
|
|
CPhysical::AddToMovingList(void)
|
|
{
|
|
if (!bIsStaticWaitingForCollision)
|
|
m_movingListNode = CWorld::GetMovingEntityList().InsertItem(this);
|
|
}
|
|
|
|
void
|
|
CPhysical::RemoveFromMovingList(void)
|
|
{
|
|
if(m_movingListNode){
|
|
CWorld::GetMovingEntityList().DeleteNode(m_movingListNode);
|
|
m_movingListNode = nil;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPhysical::SetDamagedPieceRecord(uint16 piece, float impulse, CEntity *entity, CVector dir)
|
|
{
|
|
m_nDamagePieceType = piece;
|
|
m_fDamageImpulse = impulse;
|
|
m_pDamageEntity = entity;
|
|
entity->RegisterReference(&m_pDamageEntity);
|
|
m_vecDamageNormal = dir;
|
|
}
|
|
|
|
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()){
|
|
}
|
|
}
|
|
|
|
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::RemoveRefsToEntity(CEntity *ent)
|
|
{
|
|
int i, j;
|
|
|
|
for(i = 0; i < m_nCollisionRecords; i++){
|
|
if(m_aCollisionRecords[i] == ent){
|
|
for(j = i; j < m_nCollisionRecords-1; j++)
|
|
m_aCollisionRecords[j] = m_aCollisionRecords[j+1];
|
|
m_nCollisionRecords--;
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CPhysical::PlacePhysicalRelativeToOtherPhysical(CPhysical *other, CPhysical *phys, CVector localPos)
|
|
{
|
|
CVector worldPos = other->GetMatrix() * localPos;
|
|
float step = 0.9f * CTimer::GetTimeStep();
|
|
CVector pos = other->m_vecMoveSpeed*step + worldPos;
|
|
|
|
CWorld::Remove(phys);
|
|
phys->GetMatrix() = other->GetMatrix();
|
|
phys->SetPosition(pos);
|
|
phys->m_vecMoveSpeed = other->m_vecMoveSpeed;
|
|
phys->GetMatrix().UpdateRW();
|
|
phys->UpdateRwFrame();
|
|
CWorld::Add(phys);
|
|
}
|
|
|
|
int32
|
|
CPhysical::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
|
|
{
|
|
int32 numSpheres = CCollision::ProcessColModels(
|
|
GetMatrix(), *GetColModel(),
|
|
ent->GetMatrix(), *ent->GetColModel(),
|
|
colpoints,
|
|
nil, nil); // No Lines allowed!
|
|
if(numSpheres > 0){
|
|
AddCollisionRecord(ent);
|
|
if(!ent->IsBuilding()) // Can't this catch dummies too?
|
|
((CPhysical*)ent)->AddCollisionRecord(this);
|
|
if(ent->IsBuilding() || ent->IsStatic())
|
|
this->bHasHitWall = true;
|
|
}
|
|
return numSpheres;
|
|
}
|
|
|
|
void
|
|
CPhysical::ProcessControl(void)
|
|
{
|
|
if(!IsPed())
|
|
bIsInWater = false;
|
|
bHasContacted = false;
|
|
bIsInSafePosition = false;
|
|
bWasPostponed = false;
|
|
bHasHitWall = false;
|
|
|
|
if(GetStatus() == STATUS_SIMPLE)
|
|
return;
|
|
|
|
m_nCollisionRecords = 0;
|
|
bHasCollided = false;
|
|
m_nDamagePieceType = 0;
|
|
m_fDamageImpulse = 0.0f;
|
|
m_pDamageEntity = 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() * 0.003f;
|
|
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();
|
|
}
|
|
|
|
/*
|
|
* Some quantities (german in parens):
|
|
*
|
|
* acceleration: distance/time^2: a
|
|
* velocity: distance/time: v (GTA: speed)
|
|
* momentum (impuls): velocity*mass: p
|
|
* impulse (kraftstoss): delta momentum, force*time: J
|
|
*
|
|
* angular equivalents:
|
|
* velocity -> angular velocity (GTA: turn speed)
|
|
* momentum -> angular momentum (drehimpuls): L = r cross p
|
|
* force -> torque (drehmoment): tau = r cross F
|
|
* mass -> moment of inertia, angular mass (drehmoment, drehmasse): I = L/omega (GTA: turn mass)
|
|
*/
|
|
|
|
CVector
|
|
CPhysical::GetSpeed(const CVector &r)
|
|
{
|
|
return m_vecMoveSpeed + m_vecMoveFriction + CrossProduct(m_vecTurnFriction + m_vecTurnSpeed, r);
|
|
}
|
|
|
|
void
|
|
CPhysical::ApplyMoveSpeed(void)
|
|
{
|
|
if(bIsFrozen)
|
|
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
|
|
else
|
|
GetMatrix().Translate(m_vecMoveSpeed * CTimer::GetTimeStep());
|
|
}
|
|
|
|
|
|
void
|
|
CPhysical::ApplyTurnSpeed(void)
|
|
{
|
|
if(bIsFrozen){
|
|
m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
|
|
}else{
|
|
// Move the coordinate axes by their speed
|
|
// Note that this denormalizes the matrix
|
|
CVector turnvec = m_vecTurnSpeed*CTimer::GetTimeStep();
|
|
GetRight() += CrossProduct(turnvec, GetRight());
|
|
GetForward() += CrossProduct(turnvec, GetForward());
|
|
GetUp() += CrossProduct(turnvec, GetUp());
|
|
}
|
|
}
|
|
|
|
void
|
|
CPhysical::ApplyMoveForce(float jx, float jy, float jz)
|
|
{
|
|
m_vecMoveSpeed += CVector(jx, jy, jz)*(1.0f/m_fMass);
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
void
|
|
CPhysical::ApplyFrictionMoveForce(float jx, float jy, float jz)
|
|
{
|
|
m_vecMoveFriction += CVector(jx, jy, jz)*(1.0f/m_fMass);
|
|
}
|
|
|
|
void
|
|
CPhysical::ApplyFrictionTurnForce(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_vecTurnFriction += turnimpulse*(1.0f/m_fTurnMass);
|
|
}
|
|
|
|
bool
|
|
CPhysical::ApplySpringCollision(float springConst, CVector &springDir, CVector &point, float springRatio, float bias)
|
|
{
|
|
float compression = 1.0f - springRatio;
|
|
if(compression > 0.0f){
|
|
float step = Min(CTimer::GetTimeStep(), 3.0f);
|
|
float impulse = -GRAVITY*m_fMass*step * springConst * compression * bias*2.0f;
|
|
ApplyMoveForce(springDir*impulse);
|
|
ApplyTurnForce(springDir*impulse, point);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
// What exactly is speed?
|
|
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;
|
|
}
|
|
|
|
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());
|
|
CColPoint point;
|
|
CEntity* entity;
|
|
if (CWorld::ProcessLineOfSight(GetPosition(), prop, point, entity, true, false, false, false, false, false))
|
|
v2 = 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);
|
|
else
|
|
v1.Normalise();
|
|
m_vecMoveSpeed -= GRAVITY * CTimer::GetTimeStep() * v1;
|
|
return;
|
|
}
|
|
#endif
|
|
m_vecMoveSpeed.z -= GRAVITY * CTimer::GetTimeStep();
|
|
}
|
|
|
|
void
|
|
CPhysical::ApplyFriction(void)
|
|
{
|
|
m_vecMoveSpeed += m_vecMoveFriction;
|
|
m_vecTurnSpeed += m_vecTurnFriction;
|
|
m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f);
|
|
m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
|
|
}
|
|
|
|
void
|
|
CPhysical::ApplyAirResistance(void)
|
|
{
|
|
if(m_fAirResistance > 0.1f){
|
|
if(GetStatus() != STATUS_GHOST){
|
|
float f = Pow(m_fAirResistance, CTimer::GetTimeStep());
|
|
m_vecMoveSpeed *= f;
|
|
m_vecTurnSpeed *= f;
|
|
}
|
|
}else{
|
|
float f = Pow(1.0f/(m_fAirResistance*0.5f*m_vecMoveSpeed.MagnitudeSqr() + 1.0f), CTimer::GetTimeStep());
|
|
m_vecMoveSpeed *= f;
|
|
m_vecTurnSpeed *= 0.99f;
|
|
}
|
|
}
|
|
|
|
bool
|
|
CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, float &impulseB)
|
|
{
|
|
float eA, eB;
|
|
CPhysical *A = this;
|
|
CObject *Bobj = (CObject*)B;
|
|
|
|
bool foo = false; // TODO: what does this mean?
|
|
bool ispedcontactA = false;
|
|
bool ispedcontactB = false;
|
|
|
|
float massFactorA;
|
|
if(B->bPedPhysics){
|
|
massFactorA = 10.0f;
|
|
if(B->IsPed() && ((CPed*)B)->m_pCurrentPhysSurface == A)
|
|
ispedcontactA = true;
|
|
}else
|
|
massFactorA = A->bIsHeavy ? 2.0f : 1.0f;
|
|
|
|
float massFactorB;
|
|
if(A->bPedPhysics){
|
|
if(A->IsPed() && ((CPed*)A)->IsPlayer() && B->IsVehicle() &&
|
|
(B->GetStatus() == STATUS_ABANDONED || B->GetStatus() == STATUS_WRECKED || A->bHasHitWall))
|
|
massFactorB = 1.0f/(Max(B->m_fMass - 2000.0f, 0.0f)/5000.0f + 1.0f);
|
|
else
|
|
massFactorB = 10.0f;
|
|
|
|
if(A->IsPed() && ((CPed*)A)->m_pCurrentPhysSurface == B)
|
|
ispedcontactB = true;
|
|
}else
|
|
massFactorB = B->bIsHeavy ? 2.0f : 1.0f;
|
|
|
|
if(B->bInfiniteMass && !B->m_phy_flagA08){
|
|
ispedcontactB = false;
|
|
foo = true;
|
|
}
|
|
|
|
float speedA, speedB;
|
|
if(B->IsStatic() && !foo){
|
|
if(A->bPedPhysics){
|
|
speedA = DotProduct(A->m_vecMoveSpeed, colpoint.normal);
|
|
if(speedA < 0.0f){
|
|
if(B->IsObject()){
|
|
impulseA = -speedA * A->m_fMass;
|
|
impulseB = impulseA;
|
|
if(impulseA > Bobj->m_fUprootLimit){
|
|
if(IsGlass(B->GetModelIndex()))
|
|
CGlass::WindowRespondsToCollision(B, impulseA, A->m_vecMoveSpeed, colpoint.point, false);
|
|
else if(!B->bInfiniteMass){
|
|
B->bIsStatic = false;
|
|
CWorld::Players[CWorld::PlayerInFocus].m_nHavocLevel += 2;
|
|
CStats::PropertyDestroyed += CGeneral::GetRandomNumberInRange(30, 60);
|
|
}
|
|
}else{
|
|
if(IsGlass(B->GetModelIndex()))
|
|
CGlass::WindowRespondsToSoftCollision(B, impulseA);
|
|
if(!A->bInfiniteMass)
|
|
A->ApplyMoveForce(colpoint.normal*(1.0f + A->m_fElasticity)*impulseA);
|
|
return true;
|
|
}
|
|
}else if(!B->bInfiniteMass)
|
|
B->bIsStatic = false;
|
|
|
|
if(B->bInfiniteMass){
|
|
impulseA = -speedA * A->m_fMass;
|
|
impulseB = 0.0f;
|
|
if(!A->bInfiniteMass)
|
|
A->ApplyMoveForce(colpoint.normal*(1.0f + A->m_fElasticity)*impulseA);
|
|
return true;
|
|
}
|
|
}
|
|
}else{
|
|
CVector pointposA = colpoint.point - A->GetPosition();
|
|
speedA = DotProduct(A->GetSpeed(pointposA), colpoint.normal);
|
|
if(speedA < 0.0f){
|
|
if(B->IsObject()){
|
|
if(A->bHasHitWall)
|
|
eA = -1.0f;
|
|
else
|
|
eA = -(1.0f + A->m_fElasticity);
|
|
impulseA = eA * speedA * A->GetMass(pointposA, colpoint.normal);
|
|
impulseB = impulseA;
|
|
|
|
if(Bobj->m_nCollisionDamageEffect && impulseA > 20.0f){
|
|
Bobj->ObjectDamage(impulseA);
|
|
if(!B->bUsesCollision){
|
|
if(!A->bInfiniteMass){
|
|
A->ApplyMoveForce(colpoint.normal*0.2f*impulseA);
|
|
A->ApplyTurnForce(colpoint.normal*0.2f*impulseA, pointposA);
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if((impulseA > Bobj->m_fUprootLimit || A->bIsStuck) &&
|
|
!B->bInfiniteMass){
|
|
if(IsGlass(B->GetModelIndex()))
|
|
CGlass::WindowRespondsToCollision(B, impulseA, A->m_vecMoveSpeed, colpoint.point, false);
|
|
else
|
|
B->bIsStatic = false;
|
|
int16 model = B->GetModelIndex();
|
|
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{
|
|
if(IsGlass(B->GetModelIndex()))
|
|
CGlass::WindowRespondsToSoftCollision(B, impulseA);
|
|
CVector f = colpoint.normal * impulseA;
|
|
if(A->IsVehicle() && colpoint.normal.z < 0.7f)
|
|
f.z *= 0.3f;
|
|
if(!A->bInfiniteMass){
|
|
A->ApplyMoveForce(f);
|
|
if(!A->IsVehicle() || !CWorld::bNoMoreCollisionTorque)
|
|
A->ApplyTurnForce(f, pointposA);
|
|
}
|
|
return true;
|
|
}
|
|
}else if(!B->bInfiniteMass)
|
|
B->bIsStatic = false;
|
|
}
|
|
}
|
|
|
|
if(B->IsStatic())
|
|
return false;
|
|
if(!B->bInfiniteMass && !B->m_phy_flagA08)
|
|
B->AddToMovingList();
|
|
}
|
|
|
|
// B is not static
|
|
|
|
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
|
|
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);
|
|
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){
|
|
CVector pointposB = colpoint.point - B->GetPosition();
|
|
speedA = DotProduct(A->m_vecMoveSpeed, colpoint.normal);
|
|
speedB = DotProduct(B->GetSpeed(pointposB), colpoint.normal);
|
|
|
|
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;
|
|
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) * 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){
|
|
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 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;
|
|
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) * 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);
|
|
A->ApplyTurnForce(fA, pointposA);
|
|
}
|
|
if(!B->bInfiniteMass){
|
|
if(fB.z < 0.0f){
|
|
fB.z = 0.0f;
|
|
if(Abs(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 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;
|
|
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) * 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;
|
|
if(colpoint.normal.z < 0.7f)
|
|
fA.z *= 0.3f;
|
|
if(A->GetStatus() == 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->GetStatus() == 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::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;
|
|
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){
|
|
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){
|
|
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)
|
|
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_SOLID && colpoint.normal.z < 0.5f)
|
|
impulse = -(2.0f * m_fElasticity + 1.0f) * normalSpeed * mass;
|
|
else
|
|
impulse = -(m_fElasticity + 1.0f) * normalSpeed * mass;
|
|
|
|
// ApplyMoveForce
|
|
vImpulse = colpoint.normal*impulse;
|
|
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);
|
|
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_GRASS && colpoint.surfaceB != SURFACE_MUD_DRY &&
|
|
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;
|
|
}
|
|
|
|
bool
|
|
CPhysical::ProcessShiftSectorList(CPtrList *lists)
|
|
{
|
|
int i, j;
|
|
CPtrList *list;
|
|
CPtrNode *node;
|
|
CPhysical *A, *B;
|
|
CObject *Bobj;
|
|
bool canshift;
|
|
CVector center;
|
|
float radius;
|
|
|
|
int numCollisions;
|
|
int mostColliding;
|
|
CColPoint colpoints[MAX_COLLISION_POINTS];
|
|
CVector shift = { 0.0f, 0.0f, 0.0f };
|
|
bool doShift = false;
|
|
CEntity *boat = nil;
|
|
|
|
bool skipShift;
|
|
|
|
A = this;
|
|
|
|
A->GetBoundCentre(center);
|
|
radius = A->GetBoundRadius();
|
|
for(i = 0; i <= ENTITYLIST_PEDS_OVERLAP; i++){
|
|
list = &lists[i];
|
|
for(node = list->first; node; node = node->next){
|
|
B = (CPhysical*)node->item;
|
|
Bobj = (CObject*)B;
|
|
skipShift = false;
|
|
|
|
if(B->IsBuilding() ||
|
|
B->IsObject() && B->bInfiniteMass)
|
|
canshift = true;
|
|
else
|
|
canshift = A->IsPed() &&
|
|
B->IsObject() && B->IsStatic() && !Bobj->bHasBeenDamaged;
|
|
if(B == A ||
|
|
B->m_scanCode == CWorld::GetCurrentScanCode() ||
|
|
!B->bUsesCollision ||
|
|
(A->bHasHitWall && !canshift) ||
|
|
!B->GetIsTouching(center, radius))
|
|
continue;
|
|
|
|
// This could perhaps be done a bit nicer
|
|
|
|
if(B->IsBuilding())
|
|
skipShift = false;
|
|
else if(IsLightWithoutShift(A->GetModelIndex()) &&
|
|
(B->IsVehicle() || B->IsPed()) &&
|
|
A->GetUp().z < 0.66f)
|
|
skipShift = true;
|
|
else if((A->IsVehicle() || A->IsPed()) &&
|
|
B->GetUp().z < 0.66f &&
|
|
IsLightWithoutShift(B->GetModelIndex()))
|
|
skipShift = true;
|
|
else if(A->IsObject() && B->IsVehicle()){
|
|
CObject *Aobj = (CObject*)A;
|
|
if(Aobj->ObjectCreatedBy != TEMP_OBJECT &&
|
|
!Aobj->bHasBeenDamaged &&
|
|
Aobj->IsStatic()){
|
|
if(Aobj->m_pCollidingEntity == B)
|
|
Aobj->m_pCollidingEntity = nil;
|
|
}else if(Aobj->m_pCollidingEntity != B){
|
|
CMatrix inv;
|
|
CVector size = CModelInfo::GetModelInfo(A->GetModelIndex())->GetColModel()->boundingBox.GetSize();
|
|
size = A->GetMatrix() * size;
|
|
if(size.z < B->GetPosition().z ||
|
|
(Invert(B->GetMatrix(), inv) * size).z < 0.0f){
|
|
skipShift = true;
|
|
Aobj->m_pCollidingEntity = B;
|
|
}
|
|
}
|
|
}else if(B->IsObject() && A->IsVehicle()){
|
|
CObject *Bobj = (CObject*)B;
|
|
if(Bobj->ObjectCreatedBy != TEMP_OBJECT &&
|
|
!Bobj->bHasBeenDamaged &&
|
|
Bobj->IsStatic()){
|
|
if(Bobj->m_pCollidingEntity == A)
|
|
Bobj->m_pCollidingEntity = nil;
|
|
}else if(Bobj->m_pCollidingEntity != A){
|
|
CMatrix inv;
|
|
CVector size = CModelInfo::GetModelInfo(B->GetModelIndex())->GetColModel()->boundingBox.GetSize();
|
|
size = B->GetMatrix() * size;
|
|
if(size.z < A->GetPosition().z ||
|
|
(Invert(A->GetMatrix(), inv) * size).z < 0.0f)
|
|
skipShift = true;
|
|
}
|
|
}else if(IsBodyPart(A->GetModelIndex()) && B->IsPed())
|
|
skipShift = true;
|
|
else if(A->IsPed() && IsBodyPart(B->GetModelIndex()))
|
|
skipShift = true;
|
|
else if(A->IsPed() && ((CPed*)A)->m_pCollidingEntity == B ||
|
|
B->IsPed() && ((CPed*)B)->m_pCollidingEntity == A ||
|
|
A->GetModelIndex() == MI_RCBANDIT && B->IsVehicle() ||
|
|
B->GetModelIndex() == MI_RCBANDIT && (A->IsPed() || A->IsVehicle()))
|
|
skipShift = true;
|
|
|
|
if(skipShift)
|
|
continue;
|
|
|
|
B->m_scanCode = CWorld::GetCurrentScanCode();
|
|
numCollisions = A->ProcessEntityCollision(B, colpoints);
|
|
if(numCollisions <= 0)
|
|
continue;
|
|
|
|
mostColliding = 0;
|
|
for(j = 1; j < numCollisions; j++)
|
|
if(colpoints[j].depth > colpoints[mostColliding].depth)
|
|
mostColliding = j;
|
|
|
|
if(CWorld::bSecondShift)
|
|
for(j = 0; j < numCollisions; j++)
|
|
shift += colpoints[j].normal * colpoints[j].depth * 1.5f/numCollisions;
|
|
else
|
|
for(j = 0; j < numCollisions; j++)
|
|
shift += colpoints[j].normal * colpoints[j].depth * 1.2f/numCollisions;
|
|
|
|
if(A->IsVehicle() && B->IsVehicle()){
|
|
CVector dir = A->GetPosition() - B->GetPosition();
|
|
dir.Normalise();
|
|
if(dir.z < 0.0f && dir.z < A->GetForward().z && dir.z < A->GetRight().z)
|
|
dir.z = Min(0.0f, Min(A->GetForward().z, A->GetRight().z));
|
|
shift += dir * colpoints[mostColliding].depth * 0.5f;
|
|
}else if(A->IsPed() && B->IsVehicle() && ((CVehicle*)B)->IsBoat()){
|
|
CVector dir = colpoints[mostColliding].normal;
|
|
float f = Min(Abs(dir.z), 0.9f);
|
|
dir.z = 0.0f;
|
|
dir.Normalise();
|
|
shift += dir * colpoints[mostColliding].depth / (1.0f - f);
|
|
boat = B;
|
|
}else if(B->IsPed() && A->IsVehicle() && ((CVehicle*)A)->IsBoat()){
|
|
CVector dir = colpoints[mostColliding].normal * -1.0f;
|
|
float f = Min(Abs(dir.z), 0.9f);
|
|
dir.z = 0.0f;
|
|
dir.Normalise();
|
|
B->GetMatrix().Translate(dir * colpoints[mostColliding].depth / (1.0f - f));
|
|
// BUG? how can that ever happen? A is a Ped
|
|
if(B->IsVehicle())
|
|
B->ProcessEntityCollision(A, colpoints);
|
|
}else{
|
|
if(CWorld::bSecondShift)
|
|
shift += colpoints[mostColliding].normal * colpoints[mostColliding].depth * 0.4f;
|
|
else
|
|
shift += colpoints[mostColliding].normal * colpoints[mostColliding].depth * 0.2f;
|
|
}
|
|
|
|
doShift = true;
|
|
}
|
|
}
|
|
|
|
if(!doShift)
|
|
return false;
|
|
GetMatrix().Translate(shift);
|
|
if(boat)
|
|
ProcessEntityCollision(boat, colpoints);
|
|
return true;
|
|
}
|
|
|
|
bool
|
|
CPhysical::ProcessCollisionSectorList_SimpleCar(CPtrList *lists)
|
|
{
|
|
static CColPoint aColPoints[MAX_COLLISION_POINTS];
|
|
float radius;
|
|
CVector center;
|
|
int listtype;
|
|
CPhysical *A, *B;
|
|
int numCollisions;
|
|
int i;
|
|
float impulseA = -1.0f;
|
|
float impulseB = -1.0f;
|
|
|
|
A = (CPhysical*)this;
|
|
|
|
if(!A->bUsesCollision)
|
|
return false;
|
|
|
|
radius = A->GetBoundRadius();
|
|
A->GetBoundCentre(center);
|
|
|
|
for(listtype = 3; listtype >= 0; listtype--){
|
|
// Go through vehicles and objects
|
|
CPtrList *list;
|
|
switch(listtype){
|
|
case 0: list = &lists[ENTITYLIST_VEHICLES]; break;
|
|
case 1: list = &lists[ENTITYLIST_VEHICLES_OVERLAP]; break;
|
|
case 2: list = &lists[ENTITYLIST_OBJECTS]; break;
|
|
case 3: list = &lists[ENTITYLIST_OBJECTS_OVERLAP]; break;
|
|
}
|
|
|
|
// Find first collision in list
|
|
CPtrNode *listnode;
|
|
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)){
|
|
B->m_scanCode = CWorld::GetCurrentScanCode();
|
|
numCollisions = A->ProcessEntityCollision(B, aColPoints);
|
|
if(numCollisions > 0)
|
|
goto collision;
|
|
}
|
|
}
|
|
}
|
|
// no collision
|
|
return false;
|
|
|
|
collision:
|
|
|
|
if(A->bHasContacted && B->bHasContacted){
|
|
for(i = 0; i < numCollisions; i++){
|
|
if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB))
|
|
continue;
|
|
|
|
if(impulseA > A->m_fDamageImpulse)
|
|
A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
|
|
|
|
if(impulseB > B->m_fDamageImpulse)
|
|
B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);
|
|
|
|
float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr();
|
|
float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr();
|
|
|
|
DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, Max(turnSpeedDiff, moveSpeedDiff));
|
|
}
|
|
}else if(A->bHasContacted){
|
|
CVector savedMoveFriction = A->m_vecMoveFriction;
|
|
CVector savedTurnFriction = A->m_vecTurnFriction;
|
|
A->m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f);
|
|
A->m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
|
|
A->bHasContacted = false;
|
|
|
|
for(i = 0; i < numCollisions; i++){
|
|
if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB))
|
|
continue;
|
|
|
|
if(impulseA > A->m_fDamageImpulse)
|
|
A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
|
|
|
|
if(impulseB > B->m_fDamageImpulse)
|
|
B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);
|
|
|
|
float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr();
|
|
float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr();
|
|
|
|
DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, Max(turnSpeedDiff, moveSpeedDiff));
|
|
|
|
if(A->ApplyFriction(B, CSurfaceTable::GetAdhesiveLimit(aColPoints[i])/numCollisions, aColPoints[i])){
|
|
A->bHasContacted = true;
|
|
B->bHasContacted = true;
|
|
}
|
|
}
|
|
|
|
if(!A->bHasContacted){
|
|
A->bHasContacted = true;
|
|
A->m_vecMoveFriction = savedMoveFriction;
|
|
A->m_vecTurnFriction = savedTurnFriction;
|
|
}
|
|
}else if(B->bHasContacted){
|
|
CVector savedMoveFriction = B->m_vecMoveFriction;
|
|
CVector savedTurnFriction = B->m_vecTurnFriction;
|
|
B->m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f);
|
|
B->m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
|
|
B->bHasContacted = false;
|
|
|
|
for(i = 0; i < numCollisions; i++){
|
|
if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB))
|
|
continue;
|
|
|
|
if(impulseA > A->m_fDamageImpulse)
|
|
A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
|
|
|
|
if(impulseB > B->m_fDamageImpulse)
|
|
B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);
|
|
|
|
float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr();
|
|
float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr();
|
|
|
|
DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, Max(turnSpeedDiff, moveSpeedDiff));
|
|
|
|
if(A->ApplyFriction(B, CSurfaceTable::GetAdhesiveLimit(aColPoints[i])/numCollisions, aColPoints[i])){
|
|
A->bHasContacted = true;
|
|
B->bHasContacted = true;
|
|
}
|
|
}
|
|
|
|
if(!B->bHasContacted){
|
|
B->bHasContacted = true;
|
|
B->m_vecMoveFriction = savedMoveFriction;
|
|
B->m_vecTurnFriction = savedTurnFriction;
|
|
}
|
|
}else{
|
|
for(i = 0; i < numCollisions; i++){
|
|
if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB))
|
|
continue;
|
|
|
|
if(impulseA > A->m_fDamageImpulse)
|
|
A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
|
|
|
|
if(impulseB > B->m_fDamageImpulse)
|
|
B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);
|
|
|
|
float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr();
|
|
float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr();
|
|
|
|
DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, Max(turnSpeedDiff, moveSpeedDiff));
|
|
|
|
if(A->ApplyFriction(B, CSurfaceTable::GetAdhesiveLimit(aColPoints[i])/numCollisions, aColPoints[i])){
|
|
A->bHasContacted = true;
|
|
B->bHasContacted = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(B->GetStatus() == STATUS_SIMPLE){
|
|
B->SetStatus(STATUS_PHYSICS);
|
|
if(B->IsVehicle())
|
|
CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)B);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool
|
|
CPhysical::ProcessCollisionSectorList(CPtrList *lists)
|
|
{
|
|
static CColPoint aColPoints[MAX_COLLISION_POINTS];
|
|
float radius;
|
|
CVector center;
|
|
CPtrList *list;
|
|
CPhysical *A, *B;
|
|
CObject *Aobj, *Bobj;
|
|
CPed *Aped, *Bped;
|
|
int numCollisions;
|
|
int numResponses;
|
|
int i, j;
|
|
bool skipCollision, altcollision;
|
|
bool ret = false;
|
|
float impulseA = -1.0f;
|
|
float impulseB = -1.0f;
|
|
|
|
A = (CPhysical*)this;
|
|
Aobj = (CObject*)A;
|
|
Aped = (CPed*)A;
|
|
|
|
radius = A->GetBoundRadius();
|
|
A->GetBoundCentre(center);
|
|
|
|
for(j = 0; j <= ENTITYLIST_PEDS_OVERLAP; j++){
|
|
list = &lists[j];
|
|
|
|
CPtrNode *listnode;
|
|
for(listnode = list->first; listnode; listnode = listnode->next){
|
|
B = (CPhysical*)listnode->item;
|
|
Bobj = (CObject*)B;
|
|
Bped = (CPed*)B;
|
|
|
|
bool isTouching = true;
|
|
if(!B->bUsesCollision ||
|
|
B->m_scanCode == CWorld::GetCurrentScanCode() ||
|
|
B == A ||
|
|
!(isTouching = B->GetIsTouching(center, radius))){
|
|
if(!isTouching){
|
|
if(A->IsObject() && Aobj->m_pCollidingEntity == B)
|
|
Aobj->m_pCollidingEntity = nil;
|
|
else if(B->IsObject() && Bobj->m_pCollidingEntity == A)
|
|
Bobj->m_pCollidingEntity = nil;
|
|
else if(A->IsPed() && Aped->m_pCollidingEntity == B)
|
|
Aped->m_pCollidingEntity = nil;
|
|
else if(B->IsPed() && Bped->m_pCollidingEntity == A)
|
|
Bped->m_pCollidingEntity = nil;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
A->bSkipLineCol = false;
|
|
skipCollision = false;
|
|
altcollision = false;
|
|
|
|
if(B->IsBuilding())
|
|
skipCollision = false;
|
|
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(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)
|
|
skipCollision = true;
|
|
else if(Aobj->ObjectCreatedBy == TEMP_OBJECT ||
|
|
Aobj->bHasBeenDamaged ||
|
|
!Aobj->IsStatic()){
|
|
if(Aobj->m_pCollidingEntity == B)
|
|
skipCollision = true;
|
|
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 < B->GetPosition().z ||
|
|
(Invert(B->GetMatrix(), inv) * size).z < 0.0f){
|
|
skipCollision = true;
|
|
Aobj->m_pCollidingEntity = B;
|
|
}
|
|
}
|
|
}
|
|
}else if(B->IsObject() && A->IsVehicle()){
|
|
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 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 < A->GetPosition().z ||
|
|
(Invert(A->GetMatrix(), inv) * size).z < 0.0f){
|
|
skipCollision = true;
|
|
}
|
|
}
|
|
}
|
|
}else if(A->GetModelIndex() == MI_GRENADE && B->IsPed() &&
|
|
A->GetPosition().z < B->GetPosition().z){
|
|
skipCollision = true;
|
|
}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 || Aped->bKnockedOffBike)
|
|
A->bSkipLineCol = true;
|
|
}else if(B->IsPed() && Bped->m_pCollidingEntity == A){
|
|
skipCollision = true;
|
|
A->bSkipLineCol = true;
|
|
}else if(A->GetModelIndex() == MI_RCBANDIT && (B->IsPed() || B->IsVehicle()) ||
|
|
B->GetModelIndex() == MI_RCBANDIT && (A->IsPed() || A->IsVehicle())){
|
|
skipCollision = true;
|
|
A->bSkipLineCol = true;
|
|
}else if(A->IsPed() && B->IsObject() && Bobj->m_fUprootLimit > 0.0f)
|
|
altcollision = true;
|
|
|
|
|
|
if(!A->bUsesCollision || skipCollision){
|
|
B->m_scanCode = CWorld::GetCurrentScanCode();
|
|
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
|
|
|
|
B->m_scanCode = CWorld::GetCurrentScanCode();
|
|
numCollisions = A->ProcessEntityCollision(B, aColPoints);
|
|
if(numCollisions <= 0)
|
|
continue;
|
|
|
|
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++){
|
|
if(!A->ApplyCollisionAlt(B, aColPoints[i], impulseA, moveSpeed, turnSpeed))
|
|
continue;
|
|
|
|
numResponses++;
|
|
if(impulseA > maxImpulseA) maxImpulseA = impulseA;
|
|
|
|
if(A->IsVehicle()){
|
|
if(!(((CVehicle*)A)->IsBoat() && aColPoints[i].surfaceB == SURFACE_WOOD_SOLID) &&
|
|
impulseA > A->m_fDamageImpulse)
|
|
A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
|
|
|
|
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();
|
|
|
|
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++){
|
|
if(!A->ApplyCollisionAlt(B, aColPoints[i], impulseA, moveSpeed, turnSpeed))
|
|
continue;
|
|
|
|
numResponses++;
|
|
if(impulseA > maxImpulseA) maxImpulseA = impulseA;
|
|
float adhesion = CSurfaceTable::GetAdhesiveLimit(aColPoints[i]) / numCollisions;
|
|
|
|
if(A->IsVehicle()){
|
|
if(((CVehicle*)A)->IsBoat() && aColPoints[i].surfaceB == SURFACE_WOOD_SOLID)
|
|
adhesion = 0.0f;
|
|
else if(impulseA > A->m_fDamageImpulse)
|
|
A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
|
|
|
|
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();
|
|
|
|
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));
|
|
|
|
|
|
if(A->GetModelIndex() == MI_RCBANDIT)
|
|
adhesion *= 0.2f;
|
|
else if(((CVehicle*)A)->IsBoat()){
|
|
if(aColPoints[i].normal.z > 0.6f){
|
|
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->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]))
|
|
A->bHasContacted = true;
|
|
}
|
|
}
|
|
|
|
if(numResponses){
|
|
m_vecMoveSpeed += moveSpeed / numResponses;
|
|
m_vecTurnSpeed += turnSpeed / numResponses;
|
|
if(!CWorld::bNoMoreCollisionTorque &&
|
|
A->GetStatus() == STATUS_PLAYER && A->IsVehicle() &&
|
|
Abs(A->m_vecMoveSpeed.x) > 0.2f &&
|
|
Abs(A->m_vecMoveSpeed.y) > 0.2f){
|
|
A->m_vecMoveFriction.x += moveSpeed.x * -0.3f / numCollisions;
|
|
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{
|
|
|
|
// B can move
|
|
|
|
B->m_scanCode = CWorld::GetCurrentScanCode();
|
|
numCollisions = A->ProcessEntityCollision(B, aColPoints);
|
|
if(numCollisions <= 0)
|
|
continue;
|
|
|
|
float maxImpulseA = 0.0f;
|
|
float maxImpulseB = 0.0f;
|
|
if(A->bHasContacted && B->bHasContacted){
|
|
for(i = 0; i < numCollisions; i++){
|
|
if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB))
|
|
continue;
|
|
|
|
if(impulseA > maxImpulseA) maxImpulseA = impulseA;
|
|
if(impulseB > maxImpulseB) maxImpulseB = impulseB;
|
|
|
|
if(impulseA > A->m_fDamageImpulse)
|
|
A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
|
|
|
|
if(impulseB > B->m_fDamageImpulse)
|
|
B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);
|
|
|
|
float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr();
|
|
float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr();
|
|
|
|
DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, Max(turnSpeedDiff, moveSpeedDiff));
|
|
}
|
|
}else if(A->bHasContacted){
|
|
CVector savedMoveFriction = A->m_vecMoveFriction;
|
|
CVector savedTurnFriction = A->m_vecTurnFriction;
|
|
A->m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f);
|
|
A->m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
|
|
A->bHasContacted = false;
|
|
|
|
for(i = 0; i < numCollisions; i++){
|
|
if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB))
|
|
continue;
|
|
|
|
if(impulseA > maxImpulseA) maxImpulseA = impulseA;
|
|
if(impulseB > maxImpulseB) maxImpulseB = impulseB;
|
|
|
|
if(impulseA > A->m_fDamageImpulse)
|
|
A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
|
|
|
|
if(impulseB > B->m_fDamageImpulse)
|
|
B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);
|
|
|
|
float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr();
|
|
float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr();
|
|
|
|
DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, Max(turnSpeedDiff, moveSpeedDiff));
|
|
|
|
if(A->ApplyFriction(B, CSurfaceTable::GetAdhesiveLimit(aColPoints[i])/numCollisions, aColPoints[i])){
|
|
A->bHasContacted = true;
|
|
B->bHasContacted = true;
|
|
}
|
|
}
|
|
|
|
if(!A->bHasContacted){
|
|
A->bHasContacted = true;
|
|
A->m_vecMoveFriction = savedMoveFriction;
|
|
A->m_vecTurnFriction = savedTurnFriction;
|
|
}
|
|
}else if(B->bHasContacted){
|
|
CVector savedMoveFriction = B->m_vecMoveFriction;
|
|
CVector savedTurnFriction = B->m_vecTurnFriction;
|
|
B->m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f);
|
|
B->m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
|
|
B->bHasContacted = false;
|
|
|
|
for(i = 0; i < numCollisions; i++){
|
|
if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB))
|
|
continue;
|
|
|
|
if(impulseA > maxImpulseA) maxImpulseA = impulseA;
|
|
if(impulseB > maxImpulseB) maxImpulseB = impulseB;
|
|
|
|
if(impulseA > A->m_fDamageImpulse)
|
|
A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
|
|
|
|
if(impulseB > B->m_fDamageImpulse)
|
|
B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);
|
|
|
|
float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr();
|
|
float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr();
|
|
|
|
DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, Max(turnSpeedDiff, moveSpeedDiff));
|
|
|
|
if(A->ApplyFriction(B, CSurfaceTable::GetAdhesiveLimit(aColPoints[i])/numCollisions, aColPoints[i])){
|
|
A->bHasContacted = true;
|
|
B->bHasContacted = true;
|
|
}
|
|
}
|
|
|
|
if(!B->bHasContacted){
|
|
B->bHasContacted = true;
|
|
B->m_vecMoveFriction = savedMoveFriction;
|
|
B->m_vecTurnFriction = savedTurnFriction;
|
|
}
|
|
}else{
|
|
for(i = 0; i < numCollisions; i++){
|
|
if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB))
|
|
continue;
|
|
|
|
if(impulseA > maxImpulseA) maxImpulseA = impulseA;
|
|
if(impulseB > maxImpulseB) maxImpulseB = impulseB;
|
|
|
|
if(impulseA > A->m_fDamageImpulse)
|
|
A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
|
|
|
|
if(impulseB > B->m_fDamageImpulse)
|
|
B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);
|
|
|
|
float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr();
|
|
float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr();
|
|
|
|
DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, Max(turnSpeedDiff, moveSpeedDiff));
|
|
|
|
if(A->ApplyFriction(B, CSurfaceTable::GetAdhesiveLimit(aColPoints[i])/numCollisions, aColPoints[i])){
|
|
A->bHasContacted = true;
|
|
B->bHasContacted = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(B->IsPed() && A->IsVehicle() &&
|
|
(!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()){
|
|
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){
|
|
B->SetStatus(STATUS_PHYSICS);
|
|
if(B->IsVehicle())
|
|
CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)B);
|
|
}
|
|
|
|
if(!CWorld::bSecondShift)
|
|
return true;
|
|
ret = true;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool
|
|
CPhysical::CheckCollision(void)
|
|
{
|
|
CEntryInfoNode *node;
|
|
|
|
bCollisionProcessed = false;
|
|
CWorld::AdvanceCurrentScanCode();
|
|
for(node = m_entryInfoList.first; node; node = node->next)
|
|
if(ProcessCollisionSectorList(node->sector->m_lists))
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
bool
|
|
CPhysical::CheckCollision_SimpleCar(void)
|
|
{
|
|
CEntryInfoNode *node;
|
|
|
|
bCollisionProcessed = false;
|
|
CWorld::AdvanceCurrentScanCode();
|
|
for(node = m_entryInfoList.first; node; node = node->next)
|
|
if(ProcessCollisionSectorList_SimpleCar(node->sector->m_lists))
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
float PHYSICAL_SHIFT_SPEED_DAMP = 0.707f;
|
|
|
|
void
|
|
CPhysical::ProcessShift(void)
|
|
{
|
|
m_fDistanceTravelled = 0.0f;
|
|
if(GetStatus() == STATUS_SIMPLE){
|
|
bIsStuck = false;
|
|
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();
|
|
GetMatrix().Reorthogonalise();
|
|
|
|
CWorld::AdvanceCurrentScanCode();
|
|
|
|
if(IsVehicle())
|
|
m_bIsVehicleBeingShifted = true;
|
|
|
|
CEntryInfoNode *node;
|
|
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;
|
|
}
|
|
}
|
|
bIsStuck = false;
|
|
bIsInSafePosition = true;
|
|
m_fDistanceTravelled = (GetPosition() - matrix.GetPosition()).Magnitude();
|
|
RemoveAndAdd();
|
|
}
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
int i;
|
|
CPed *ped = (CPed*)this;
|
|
|
|
m_fDistanceTravelled = 0.0f;
|
|
m_bIsVehicleBeingShifted = false;
|
|
bSkipLineCol = false;
|
|
|
|
if(!bUsesCollision){
|
|
bIsStuck = false;
|
|
bIsInSafePosition = true;
|
|
RemoveAndAdd();
|
|
return;
|
|
}
|
|
|
|
if(GetStatus() == STATUS_SIMPLE){
|
|
if(CheckCollision_SimpleCar() && GetStatus() == STATUS_SIMPLE){
|
|
SetStatus(STATUS_PHYSICS);
|
|
if(IsVehicle())
|
|
CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)this);
|
|
}
|
|
bIsStuck = false;
|
|
bIsInSafePosition = true;
|
|
RemoveAndAdd();
|
|
return;
|
|
}
|
|
|
|
// 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 = m_vecMoveSpeed.MagnitudeSqr() * sq(CTimer::GetTimeStep());
|
|
|
|
if(IsPed() && (distSq >= sq(0.3f) || ped->IsPlayer())){
|
|
if(ped->IsPlayer()){
|
|
if(ped->m_pCurrentPhysSurface)
|
|
n = Max(NUMSTEPS(0.15f), 4.0f);
|
|
else
|
|
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;
|
|
|
|
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 };
|
|
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);
|
|
speedDown = GetSpeed(speedDown);
|
|
distSq = Max(speedUp.MagnitudeSqr(), speedDown.MagnitudeSqr()) * sq(CTimer::GetTimeStep());
|
|
if(distSq >= sq(0.3f)){
|
|
n = NUMSTEPS(0.3f);
|
|
step = savedTimeStep / n;
|
|
}
|
|
}else if(responsecase == COLLRESPONSE_UNKNOWN5){
|
|
if(distSq >= 0.009f){
|
|
n = NUMSTEPS(0.09f);
|
|
step = savedTimeStep / n;
|
|
}
|
|
}else if(responsecase == COLLRESPONSE_SMALLBOX || responsecase == COLLRESPONSE_FENCEPART){
|
|
if(distSq >= sq(0.15f)){
|
|
n = NUMSTEPS(0.15f);
|
|
step = savedTimeStep / n;
|
|
}
|
|
}else{
|
|
if(distSq >= sq(0.3f)){
|
|
n = NUMSTEPS(0.3f);
|
|
step = savedTimeStep / n;
|
|
}
|
|
}
|
|
}
|
|
|
|
for(i = 1; i < n; i++){
|
|
CTimer::SetTimeStep(i * step);
|
|
ApplyMoveSpeed();
|
|
ApplyTurnSpeed();
|
|
// TODO: get rid of copy paste?
|
|
if(CheckCollision()){
|
|
if(IsPed() && m_vecMoveSpeed.z == 0.0f &&
|
|
!ped->bWasStanding &&
|
|
ped->bIsStanding)
|
|
savedMatrix.GetPosition().z = GetPosition().z;
|
|
GetMatrix() = savedMatrix;
|
|
CTimer::SetTimeStep(savedTimeStep);
|
|
m_fElasticity = savedElasticity;
|
|
return;
|
|
}
|
|
if(IsPed() && m_vecMoveSpeed.z == 0.0f &&
|
|
!ped->bWasStanding &&
|
|
ped->bIsStanding)
|
|
savedMatrix.GetPosition().z = GetPosition().z;
|
|
GetMatrix() = savedMatrix;
|
|
CTimer::SetTimeStep(savedTimeStep);
|
|
if(IsVehicle()){
|
|
CVehicle *veh = (CVehicle*)this;
|
|
if(veh->m_vehType == VEHICLE_TYPE_CAR){
|
|
CAutomobile *car = (CAutomobile*)this;
|
|
car->m_aSuspensionSpringRatio[0] = 1.0f;
|
|
car->m_aSuspensionSpringRatio[1] = 1.0f;
|
|
car->m_aSuspensionSpringRatio[2] = 1.0f;
|
|
car->m_aSuspensionSpringRatio[3] = 1.0f;
|
|
}else if(veh->m_vehType == VEHICLE_TYPE_BIKE){
|
|
CBike *bike = (CBike*)this;
|
|
bike->m_aSuspensionSpringRatio[0] = 1.0f;
|
|
bike->m_aSuspensionSpringRatio[1] = 1.0f;
|
|
bike->m_aSuspensionSpringRatio[2] = 1.0f;
|
|
bike->m_aSuspensionSpringRatio[3] = 1.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
ApplyMoveSpeed();
|
|
ApplyTurnSpeed();
|
|
GetMatrix().Reorthogonalise();
|
|
m_bIsVehicleBeingShifted = false;
|
|
bSkipLineCol = false;
|
|
if(!m_vecMoveSpeed.IsZero() ||
|
|
!m_vecTurnSpeed.IsZero() ||
|
|
bHitByTrain ||
|
|
GetStatus() == STATUS_PLAYER ||
|
|
IsVehicle() && ((CVehicle*)this)->bRestingOnPhysical ||
|
|
IsPed() && ped->IsPlayer()){
|
|
if(IsVehicle())
|
|
((CVehicle*)this)->bVehicleColProcessed = true;
|
|
if(CheckCollision()){
|
|
GetMatrix() = savedMatrix;
|
|
m_fElasticity = savedElasticity;
|
|
return;
|
|
}
|
|
}
|
|
bHitByTrain = false;
|
|
m_fDistanceTravelled = (GetPosition() - savedMatrix.GetPosition()).Magnitude();
|
|
bSkipLineCol = false;
|
|
|
|
bIsStuck = false;
|
|
bIsInSafePosition = true;
|
|
m_fElasticity = savedElasticity;
|
|
RemoveAndAdd();
|
|
}
|