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CPhysical fixes and cleanup
This commit is contained in:
parent
ae1deb2209
commit
4a047f56bc
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@ -226,14 +226,13 @@ CPhysical::RemoveAndAdd(void)
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CRect
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CPhysical::GetBoundRect(void)
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{
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CVUVECTOR center;
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CVector center;
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float radius;
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GetBoundCentre(center);
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center = GetBoundCentre();
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radius = GetBoundRadius();
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return CRect(center.x-radius, center.y-radius, center.x+radius, center.y+radius);
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}
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// --MIAMI: Proof-read once
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void
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CPhysical::AddToMovingList(void)
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{
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@ -241,7 +240,6 @@ CPhysical::AddToMovingList(void)
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m_movingListNode = CWorld::GetMovingEntityList().InsertItem(this);
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}
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// --MIAMI: Proof-read once
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void
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CPhysical::RemoveFromMovingList(void)
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{
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@ -261,7 +259,6 @@ CPhysical::SetDamagedPieceRecord(uint16 piece, float impulse, CEntity *entity, C
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m_vecDamageNormal = dir;
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}
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// --MIAMI: Proof-read once
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void
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CPhysical::AddCollisionRecord(CEntity *ent)
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{
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@ -285,7 +282,6 @@ CPhysical::AddCollisionRecord(CEntity *ent)
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}
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}
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// --MIAMI: Proof-read once
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void
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CPhysical::AddCollisionRecord_Treadable(CEntity *ent)
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{
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@ -293,7 +289,6 @@ CPhysical::AddCollisionRecord_Treadable(CEntity *ent)
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}
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}
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// --MIAMI: Proof-read once
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bool
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CPhysical::GetHasCollidedWith(CEntity *ent)
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{
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@ -305,7 +300,6 @@ CPhysical::GetHasCollidedWith(CEntity *ent)
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return false;
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}
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// --MIAMI: Proof-read once
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void
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CPhysical::RemoveRefsToEntity(CEntity *ent)
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{
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@ -321,7 +315,6 @@ CPhysical::RemoveRefsToEntity(CEntity *ent)
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}
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}
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// --MIAMI: Proof-read once
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void
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CPhysical::PlacePhysicalRelativeToOtherPhysical(CPhysical *other, CPhysical *phys, CVector localPos)
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{
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@ -338,7 +331,6 @@ CPhysical::PlacePhysicalRelativeToOtherPhysical(CPhysical *other, CPhysical *phy
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CWorld::Add(phys);
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}
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// --MIAMI: Proof-read once
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int32
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CPhysical::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
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{
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@ -357,7 +349,6 @@ CPhysical::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
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return numSpheres;
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}
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// --MIAMI: Proof-read once
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void
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CPhysical::ProcessControl(void)
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{
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@ -425,7 +416,6 @@ CPhysical::GetSpeed(const CVector &r)
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return m_vecMoveSpeed + m_vecMoveFriction + CrossProduct(m_vecTurnFriction + m_vecTurnSpeed, r);
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}
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// --MIAMI: Proof-read once
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void
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CPhysical::ApplyMoveSpeed(void)
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{
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@ -435,7 +425,6 @@ CPhysical::ApplyMoveSpeed(void)
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GetMatrix().Translate(m_vecMoveSpeed * CTimer::GetTimeStep());
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}
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// --MIAMI: Proof-read once
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void
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CPhysical::ApplyTurnSpeed(void)
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{
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@ -451,14 +440,12 @@ CPhysical::ApplyTurnSpeed(void)
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}
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}
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// --MIAMI: Proof-read once
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void
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CPhysical::ApplyMoveForce(float jx, float jy, float jz)
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{
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m_vecMoveSpeed += CVector(jx, jy, jz)*(1.0f/m_fMass);
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}
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// --MIAMI: Proof-read once
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void
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CPhysical::ApplyTurnForce(float jx, float jy, float jz, float px, float py, float pz)
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{
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@ -473,7 +460,6 @@ CPhysical::ApplyFrictionMoveForce(float jx, float jy, float jz)
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m_vecMoveFriction += CVector(jx, jy, jz)*(1.0f/m_fMass);
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}
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// --MIAMI: Proof-read once
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void
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CPhysical::ApplyFrictionTurnForce(float jx, float jy, float jz, float px, float py, float pz)
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{
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@ -482,7 +468,6 @@ CPhysical::ApplyFrictionTurnForce(float jx, float jy, float jz, float px, float
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m_vecTurnFriction += turnimpulse*(1.0f/m_fTurnMass);
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}
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// --MIAMI: Proof-read once
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bool
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CPhysical::ApplySpringCollision(float springConst, CVector &springDir, CVector &point, float springRatio, float bias)
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{
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@ -496,7 +481,6 @@ CPhysical::ApplySpringCollision(float springConst, CVector &springDir, CVector &
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return true;
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}
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// --MIAMI: Proof-read once
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bool
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CPhysical::ApplySpringCollisionAlt(float springConst, CVector &springDir, CVector &point, float springRatio, float bias, CVector &forceDir)
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{
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@ -514,7 +498,6 @@ CPhysical::ApplySpringCollisionAlt(float springConst, CVector &springDir, CVecto
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return true;
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}
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// --MIAMI: Proof-read once
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// What exactly is speed?
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bool
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CPhysical::ApplySpringDampening(float damping, CVector &springDir, CVector &point, CVector &speed)
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@ -579,7 +562,6 @@ CPhysical::ApplyFriction(void)
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m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
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}
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// --MIAMI: Proof-read once
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void
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CPhysical::ApplyAirResistance(void)
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{
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@ -698,7 +680,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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if(model == MI_FIRE_HYDRANT && !Bobj->bHasBeenDamaged){
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CParticleObject::AddObject(POBJECT_FIRE_HYDRANT, B->GetPosition() - CVector(0.0f, 0.0f, 0.5f), true);
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Bobj->bHasBeenDamaged = true;
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}else if(model == MI_PARKINGMETER || model == MI_PARKINGMETER2){
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}else if((model == MI_PARKINGMETER || model == MI_PARKINGMETER2) && !Bobj->bHasBeenDamaged){
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CPickups::CreateSomeMoney(GetPosition(), CGeneral::GetRandomNumber()%100);
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Bobj->bHasBeenDamaged = true;
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}else if(B->IsObject() && !IsExplosiveThingModel(model))
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@ -716,14 +698,17 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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}
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return true;
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}
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}else if(!B->bInfiniteMass)
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}else if(!B->bInfiniteMass){
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B->SetIsStatic(false);
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CWorld::Players[CWorld::PlayerInFocus].m_nHavocLevel += 2;
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CStats::PropertyDestroyed += CGeneral::GetRandomNumberInRange(30, 60);
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}
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}
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}
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if(B->GetIsStatic())
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return false;
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if(!B->bInfiniteMass && !B->m_phy_flagA08)
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if(!B->bInfiniteMass && !B->bIsStaticWaitingForCollision)
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B->AddToMovingList();
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}
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@ -733,11 +718,11 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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// negative if A is moving towards B
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speedA = DotProduct(A->m_vecMoveSpeed, colpoint.normal);
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// positive if B is moving towards A
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float speedB = DotProduct(B->m_vecMoveSpeed, colpoint.normal);
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speedB = DotProduct(B->m_vecMoveSpeed, colpoint.normal);
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bool affectB = false;
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float mA = A->m_fMass;;
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float mB = B->m_fMass;;
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float mA = A->m_fMass;
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float mB = B->m_fMass;
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float speedSum;
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if(((CPed*)A)->GetPedState() == PED_FOLLOW_PATH){
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affectB = true;
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@ -1009,7 +994,7 @@ CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CV
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Abs(m_vecMoveSpeed.z) < minspeed*2.0f)
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impulse = -0.8f * normalSpeed * mass;
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else if(IsVehicle() && ((CVehicle*)this)->IsBoat() &&
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colpoint.surfaceB == SURFACE_WOOD_SOLID && colpoint.normal.z < 0.5f)
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(colpoint.surfaceB == SURFACE_WOOD_SOLID || colpoint.normal.z < 0.5f))
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impulse = -(2.0f * m_fElasticity + 1.0f) * normalSpeed * mass;
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else
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impulse = -(m_fElasticity + 1.0f) * normalSpeed * mass;
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@ -1037,7 +1022,6 @@ CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CV
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return false;
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}
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// --MIAMI: Proof-read once
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bool
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CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
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{
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@ -1187,7 +1171,6 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
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return false;
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}
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// --MIAMI: Proof-read once
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bool
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CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint)
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{
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@ -1253,7 +1236,6 @@ CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint)
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return false;
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}
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// --MIAMI: Proof-read once
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bool
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CPhysical::ProcessShiftSectorList(CPtrList *lists)
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{
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@ -1287,11 +1269,12 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
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skipShift = false;
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if(B->IsBuilding() ||
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B->IsObject() && B->bInfiniteMass)
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B->IsObject() && B->bInfiniteMass ||
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A->IsPed() && B->IsObject() && B->GetIsStatic() && !Bobj->bHasBeenDamaged)
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canshift = true;
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else
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canshift = A->IsPed() &&
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B->IsObject() && B->GetIsStatic() && !Bobj->bHasBeenDamaged;
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canshift = false;
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if(B == A ||
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B->m_scanCode == CWorld::GetCurrentScanCode() ||
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!B->bUsesCollision ||
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@ -1320,7 +1303,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
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Aobj->m_pCollidingEntity = nil;
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}else if(Aobj->m_pCollidingEntity != B){
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CMatrix inv;
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CVector size = CModelInfo::GetModelInfo(A->GetModelIndex())->GetColModel()->boundingBox.GetSize();
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CVector size = CModelInfo::GetColModel(A->GetModelIndex())->boundingBox.GetSize();
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size = A->GetMatrix() * size;
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if(size.z < B->GetPosition().z ||
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(Invert(B->GetMatrix(), inv) * size).z < 0.0f){
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@ -1338,7 +1321,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
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Bobj->m_pCollidingEntity = nil;
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}else if(Bobj->m_pCollidingEntity != A){
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CMatrix inv;
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CVector size = CModelInfo::GetModelInfo(B->GetModelIndex())->GetColModel()->boundingBox.GetSize();
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CVector size = CModelInfo::GetColModel(B->GetModelIndex())->boundingBox.GetSize();
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size = B->GetMatrix() * size;
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if(size.z < A->GetPosition().z ||
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(Invert(A->GetMatrix(), inv) * size).z < 0.0f)
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@ -1350,8 +1333,9 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
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else if(A->IsPed() && IsBodyPart(B->GetModelIndex()))
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skipShift = true;
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else if(A->IsPed() && ((CPed*)A)->m_pCollidingEntity == B ||
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B->IsPed() && ((CPed*)B)->m_pCollidingEntity == A ||
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A->GetModelIndex() == MI_RCBANDIT && B->IsVehicle() ||
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B->IsPed() && ((CPed*)B)->m_pCollidingEntity == A)
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skipShift = true;
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else if(A->GetModelIndex() == MI_RCBANDIT && B->IsVehicle() ||
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B->GetModelIndex() == MI_RCBANDIT && (A->IsPed() || A->IsVehicle()))
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skipShift = true;
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@ -1416,7 +1400,6 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
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return true;
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}
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// --MIAMI: Proof-read once
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bool
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CPhysical::ProcessCollisionSectorList_SimpleCar(CPtrList *lists)
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{
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@ -1583,7 +1566,6 @@ collision:
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return true;
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}
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// --MIAMI: Proof-read once
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bool
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CPhysical::ProcessCollisionSectorList(CPtrList *lists)
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{
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@ -1621,9 +1603,9 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
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bool isTouching = true;
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if(!B->bUsesCollision ||
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B->m_scanCode == CWorld::GetCurrentScanCode() ||
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B == A ||
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!(isTouching = B->GetIsTouching(center, radius))){
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if(!isTouching){
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B == A)
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continue;
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if(!B->GetIsTouching(center, radius)){
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if(A->IsObject() && Aobj->m_pCollidingEntity == B)
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Aobj->m_pCollidingEntity = nil;
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else if(B->IsObject() && Bobj->m_pCollidingEntity == A)
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@ -1632,7 +1614,6 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
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Aped->m_pCollidingEntity = nil;
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else if(B->IsPed() && Bped->m_pCollidingEntity == A)
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Bped->m_pCollidingEntity = nil;
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}
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continue;
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}
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@ -1664,7 +1645,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
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skipCollision = true;
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else if(Aobj->m_nCollisionDamageEffect < DAMAGE_EFFECT_SMASH_COMPLETELY){
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CMatrix inv;
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CVector size = CModelInfo::GetModelInfo(A->GetModelIndex())->GetColModel()->boundingBox.GetSize();
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CVector size = CModelInfo::GetColModel(A->GetModelIndex())->boundingBox.GetSize();
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size = A->GetMatrix() * size;
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if(size.z < B->GetPosition().z ||
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(Invert(B->GetMatrix(), inv) * size).z < 0.0f){
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@ -1683,7 +1664,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
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skipCollision = true;
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else if(Bobj->m_nCollisionDamageEffect < DAMAGE_EFFECT_SMASH_COMPLETELY){
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CMatrix inv;
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CVector size = CModelInfo::GetModelInfo(B->GetModelIndex())->GetColModel()->boundingBox.GetSize();
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CVector size = CModelInfo::GetColModel(B->GetModelIndex())->boundingBox.GetSize();
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size = B->GetMatrix() * size;
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if(size.z < A->GetPosition().z ||
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(Invert(A->GetMatrix(), inv) * size).z < 0.0f){
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@ -1833,7 +1814,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
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if(!CWorld::bNoMoreCollisionTorque &&
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A->GetStatus() == STATUS_PLAYER && A->IsVehicle() &&
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Abs(A->m_vecMoveSpeed.x) > 0.2f &&
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Abs(A->m_vecMoveSpeed.y) > 0.2f){
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Abs(A->m_vecMoveSpeed.y) > 0.2f && !A->bIsInWater){
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A->m_vecMoveFriction.x += moveSpeed.x * -0.3f / numCollisions;
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A->m_vecMoveFriction.y += moveSpeed.y * -0.3f / numCollisions;
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A->m_vecTurnFriction += turnSpeed * -0.3f / numCollisions;
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@ -1986,7 +1967,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
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Bobj->ObjectDamage(maxImpulseB);
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else if(Bobj->m_nCollisionDamageEffect >= DAMAGE_EFFECT_SMASH_COMPLETELY){
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CMatrix inv;
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CVector size = CModelInfo::GetModelInfo(B->GetModelIndex())->GetColModel()->boundingBox.GetSize();
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CVector size = CModelInfo::GetColModel(B->GetModelIndex())->boundingBox.GetSize();
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size = B->GetMatrix() * size;
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if(size.z < A->GetPosition().z ||
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(Invert(A->GetMatrix(), inv) * size).z < 0.0f)
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@ -2001,7 +1982,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
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else if(Bobj->m_nCollisionDamageEffect >= DAMAGE_EFFECT_SMASH_COMPLETELY){
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#endif
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CMatrix inv;
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CVector size = CModelInfo::GetModelInfo(A->GetModelIndex())->GetColModel()->boundingBox.GetSize();
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CVector size = CModelInfo::GetColModel(A->GetModelIndex())->boundingBox.GetSize();
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size = A->GetMatrix() * size;
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if(size.z < B->GetPosition().z ||
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(Invert(B->GetMatrix(), inv) * size).z < 0.0f)
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@ -2054,7 +2035,6 @@ CPhysical::CheckCollision_SimpleCar(void)
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float PHYSICAL_SHIFT_SPEED_DAMP = 0.707f;
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// --MIAMI: Proof-read once
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void
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CPhysical::ProcessShift(void)
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{
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@ -2110,7 +2090,7 @@ CPhysical::ProcessShift(void)
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}
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// x is the number of units (m) we would like to step
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#define NUMSTEPS(x) ceil(Sqrt(distSq) * (1.0f/(x)))
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#define NUMSTEPS(x) Ceil(Sqrt(distSq) * (1.0f/(x)))
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float HIGHSPEED_ELASTICITY_MULT_PED = 2.0f;
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float HIGHSPEED_ELASTICITY_MULT_COPCAR = 2.0f;
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@ -2186,10 +2166,11 @@ CPhysical::ProcessCollision(void)
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m_bIsVehicleBeingShifted = false;
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bJustCheckCollision = true;
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bool savedUsesCollision = bUsesCollision;
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bUsesCollision = false;
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if(!CheckCollision()){
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bJustCheckCollision = false;
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bUsesCollision = true;
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bUsesCollision = savedUsesCollision;
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if(IsVehicle())
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((CVehicle*)this)->bVehicleColProcessed = true;
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@ -2204,7 +2185,7 @@ CPhysical::ProcessCollision(void)
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return;
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}
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bJustCheckCollision = false;
|
||||
bUsesCollision = true;
|
||||
bUsesCollision = savedUsesCollision;
|
||||
GetMatrix() = savedMatrix;
|
||||
m_vecMoveSpeed = savedMoveSpeed;
|
||||
if(IsVehicle() && ((CVehicle*)this)->bIsLawEnforcer)
|
||||
|
|
|
@ -15,8 +15,6 @@ class CTreadable;
|
|||
class CPhysical : public CEntity
|
||||
{
|
||||
public:
|
||||
// The not properly indented fields haven't been checked properly yet
|
||||
|
||||
int32 m_audioEntityId;
|
||||
float m_phys_unused1;
|
||||
uint32 m_nLastTimeCollided;
|
||||
|
|
Loading…
Reference in a new issue