#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"
#include "ColStore.h"
#include "Script.h"
//--LCS: mostly done
bool gGravityCheat;
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;
phys_lcs_unk1 = true;
phys_lcs_unk2 = 0;
}
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;
case ENTITY_TYPE_MULTIPLAYER:
list = &s->m_lists[ENTITYLIST_MULTIPLAYER];
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;
case ENTITY_TYPE_MULTIPLAYER:
list = &s->m_lists[ENTITYLIST_MULTIPLAYER];
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);
}
}
static void
MoveVehicleToSafety(CVehicle* pVehicle)
{
if (pVehicle->VehicleCreatedBy != MISSION_VEHICLE) {
CVector2D pos = LevelPos(CGame::currLevel);
int node = ThePaths.FindNodeClosestToCoors(CVector(pos.x, pos.y, 10.0f), PATH_CAR, 999999.9f, true, true);
CVector nodePos = ThePaths.FindNodeCoorsForScript(node);
float orientation = ThePaths.FindNodeOrientationForCarPlacement(node);
nodePos.x += 0.1f;
nodePos.y += 0.1f;
pVehicle->Teleport(nodePos + CVector(0.0f, 0.0f, pVehicle->GetDistanceFromCentreOfMassToBaseOfModel()));
CTheScripts::ClearSpaceForMissionEntity(nodePos, pVehicle);
pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
CCarCtrl::JoinCarWithRoadSystem(pVehicle);
}
}
static void
MovePedToSafety(CPed* pPed)
{
if (pPed->CharCreatedBy == RANDOM_CHAR) {
CVector2D pos = LevelPos(CGame::currLevel);
int node = ThePaths.FindNodeClosestToCoors(CVector(pos.x, pos.y, 10.0f), PATH_CAR, 999999.9f, true, true);
CVector nodePos = ThePaths.FindNodeCoorsForScript(node);
nodePos.x += 0.1f;
nodePos.y += 0.1f;
pPed->Teleport(nodePos + CVector(0.0f, 0.0f, pPed->GetDistanceFromCentreOfMassToBaseOfModel()));
CTheScripts::ClearSpaceForMissionEntity(nodePos, pPed);
}
}
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);
// this is basically a replacement for the asserts above
if (xstart < 0 || xstart >= NUMSECTORS_X || ystart < 0 || ystart >= NUMSECTORS_Y) {
printf("*****************************\n");
printf("ENTITY GONE OUT OF WORLD! :(\n");
printf("model id = %d\n", GetModelIndex());
printf("type = %d\n", GetType());
printf("bound cent = %f %f %f\n",
(GetMatrix() * GetColModel()->boundingSphere.center).x,
(GetMatrix() * GetColModel()->boundingSphere.center).y,
(GetMatrix() * GetColModel()->boundingSphere.center).z);
switch (GetType()) {
case ENTITY_TYPE_PED:
printf("ped created by = %d\n", ((CPed*)this)->CharCreatedBy);
break;
case ENTITY_TYPE_VEHICLE:
printf("vehcile created by = %d\n", ((CVehicle*)this)->VehicleCreatedBy);
break;
case ENTITY_TYPE_OBJECT:
printf("object created by = %d\n", ((CObject*)this)->ObjectCreatedBy);
break;
case ENTITY_TYPE_DUMMY:
printf("no dummy created by info\n");
break;
default:
printf("unknown entity type to be out of world??\n");
}
printf("*****************************\n");
if (GetType() == ENTITY_TYPE_VEHICLE){
MoveVehicleToSafety((CVehicle*)this);
}
else if (GetType() == ENTITY_TYPE_PED) {
CPed* pThisPed = ((CPed*)this);
if (pThisPed->bInVehicle && pThisPed->m_pMyVehicle)
MoveVehicleToSafety(pThisPed->m_pMyVehicle);
else if (GetType() == ENTITY_TYPE_PED) // why?
MovePedToSafety(pThisPed);
else
return;
}
else
return;
}
// 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;
case ENTITY_TYPE_MULTIPLAYER:
list = &s->m_lists[ENTITYLIST_MULTIPLAYER];
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;
case ENTITY_TYPE_MULTIPLAYER:
list = &s->m_lists[ENTITYLIST_MULTIPLAYER];
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;
center = GetBoundCentre();
radius = GetBoundRadius();
return CRect(center.x-radius, center.y-radius, center.x+radius, center.y+radius);
}
void
CPhysical::AddToMovingList(void)
{
if (m_movingListNode == nil && !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;
this->m_nLastTimeCollided = CTimer::GetTimeInMilliseconds();
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;
}
}
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 = 0, j;
while (i < m_nCollisionRecords){
if(m_aCollisionRecords[i] == ent){
for(j = i; j < m_nCollisionRecords-1; j++)
m_aCollisionRecords[j] = m_aCollisionRecords[j+1];
m_nCollisionRecords--;
} else
i++;
}
}
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)
{
if(!GetIsTouching(ent))
return 0;
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->GetIsStatic())
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;
SetIsStatic(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 if(!m_vecTurnSpeed.IsZero()){
// 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);
m_vecTurnSpeed.x = Clamp(m_vecTurnSpeed.x, -4.0f, 4.0f);
m_vecTurnSpeed.y = Clamp(m_vecTurnSpeed.y, -4.0f, 4.0f);
m_vecTurnSpeed.z = Clamp(m_vecTurnSpeed.z, -4.0f, 4.0f);
}
void
CPhysical::ApplyTurnForce(float jx, float jy, float jz, float px, float py, float pz)
{
CVector com = Multiply3x3(GetMatrix(), m_vecCentreOfMass);
CVector turnimpulse = CrossProduct(CVector(px, py, pz)-com, CVector(jx, jy, jz));
m_vecTurnSpeed += turnimpulse*(1.0f/m_fTurnMass);
m_vecTurnSpeed.x = Clamp(m_vecTurnSpeed.x, -4.0f, 4.0f);
m_vecTurnSpeed.y = Clamp(m_vecTurnSpeed.y, -4.0f, 4.0f);
m_vecTurnSpeed.z = Clamp(m_vecTurnSpeed.z, -4.0f, 4.0f);
}
void
CPhysical::ApplyTurnForceMultiplayer(const CVector &j, const CVector &p)
{
CVector com = Multiply3x3(GetMatrix(), m_vecCentreOfMass);
CVector turnimpulse = CrossProduct(p-com, j);
turnimpulse *= (1.0f/m_fTurnMass);
m_vecTurnSpeed.x += Clamp(turnimpulse.x, -0.1f, 0.1f);
m_vecTurnSpeed.y += Clamp(turnimpulse.y, -0.1f, 0.1f);
m_vecTurnSpeed.z += Clamp(turnimpulse.z, -0.1f, 0.1f);
m_vecTurnSpeed.x = Clamp(m_vecTurnSpeed.x, -1.0f, 1.0f);
m_vecTurnSpeed.y = Clamp(m_vecTurnSpeed.y, -1.0f, 1.0f);
m_vecTurnSpeed.z = Clamp(m_vecTurnSpeed.z, -1.0f, 1.0f);
}
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(GetMatrix(), 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 &impulse)
{
float compression = 1.0f - springRatio;
if(compression > 0.0f){
if(DotProduct(springDir, forceDir) > 0.0f)
forceDir *= -1.0f;
float step = Min(CTimer::GetTimeStep(), 3.0f);
impulse = GRAVITY*m_fMass*step * springConst * compression * bias*2.0f;
if(bIsHeavy)
impulse *= 0.75f;
ApplyMoveForce(forceDir*impulse);
ApplyTurnForce(forceDir*impulse, point);
}
return true;
}
float DAMPING_LIMIT_OF_SPRING_FORCE = 0.999f;
float DAMPING_LIMIT_IN_FRAME= 0.25f;
// What exactly is speed?
bool
CPhysical::ApplySpringDampening(float damping, float dampingLimit, CVector &springDir, CVector &point, CVector &speed)
{
float speedA = DotProduct(speed, springDir);
float speedB = DotProduct(GetSpeed(point), springDir);
#ifdef FIX_BUGS
if (speedB == 0.0f)
return true;
#endif
float step = Min(CTimer::GetTimeStep(), 3.0f);
damping *= step;
if(bIsHeavy)
damping *= 2.0f;
damping = Clamp(damping, -DAMPING_LIMIT_IN_FRAME, DAMPING_LIMIT_IN_FRAME);
// what is this?
float fSpeed = -speedA * damping;
if(fSpeed > 0.0f && fSpeed+speedB > 0.0f){
if(speedB < 0.0f)
fSpeed = -speedB;
else
fSpeed = 0.0f;
}else if(fSpeed < 0.0f && fSpeed+speedB < 0.0f){
if(speedB > 0.0f)
fSpeed = -speedB;
else
fSpeed = 0.0f;
}
CVector com = Multiply3x3(m_matrix, m_vecCentreOfMass);
float impulse = fSpeed*GetMass(point-com, springDir);
float limit = Abs(dampingLimit)*DAMPING_LIMIT_OF_SPRING_FORCE;
if(impulse > limit)
impulse = limit;
ApplyMoveForce(springDir*impulse);
ApplyTurnForce(springDir*impulse, point);
return true;
}
void
CPhysical::ApplyGravity(void)
{
if (!bAffectedByGravity)
return;
if (gGravityCheat && this == FindPlayerVehicle()) {
static CVector gravityUp(0.0f, 0.0f, 1.0f), surfaceUp(0.0f, 0.0f, 1.0f);
CVector belowCar = GetPosition() - 2.0f*GetUp();
CColPoint point;
CEntity* entity;
if (CWorld::ProcessLineOfSight(GetPosition(), belowCar, point, entity, true, false, false, false, false, false))
surfaceUp = point.normal;
else
surfaceUp = CVector(0.0f, 0.0f, 1.0f);
float t = Clamp(CTimer::GetTimeStep() * 0.5f, 0.05f, 0.8f);
gravityUp = gravityUp * (1.0f - t) + surfaceUp * t;
if (gravityUp.MagnitudeSqr() < 0.1f)
gravityUp = CVector(0.0f, 0.0f, 1.0f);
else
gravityUp.Normalise();
m_vecMoveSpeed -= GRAVITY * CTimer::GetTimeStep() * gravityUp;
return;
}
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){
float f = Pow(m_fAirResistance, CTimer::GetTimeStep());
m_vecMoveSpeed *= f;
m_vecTurnSpeed *= f;
}else{
float f = Pow(1.0f - m_fAirResistance*m_vecMoveSpeed.Magnitude(), 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;
}
CVector comA, comB;
comA = Multiply3x3(A->GetMatrix(), A->m_vecCentreOfMass);
comB = Multiply3x3(B->GetMatrix(), B->m_vecCentreOfMass);
if(A->IsVehicle() && B->IsObject() && ((CObject*)B)->bIsStreetLight ||
B->IsVehicle() && A->IsObject() && ((CObject*)A)->bIsStreetLight)
colpoint.normal.z = 0.0f;
float speedA, speedB;
if(B->GetIsStatic() && !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->SetIsStatic(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)
//TODO(LCS): inline without clamp
A->ApplyMoveForce(colpoint.GetNormal() * (1.0f + A->m_fElasticity) * impulseA);
return true;
}
}else if(!B->bInfiniteMass)
B->SetIsStatic(false);
if(B->bInfiniteMass){
impulseA = -speedA * A->m_fMass;
impulseB = 0.0f;
if(!A->bInfiniteMass)
//TODO(LCS): inline without clamp
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-comA, 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->SetIsStatic(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);
CParticleObject::AddObject(POBJECT_FIRE_HYDRANT_STEAM, B->GetPosition() - CVector(0.0f, 0.0f, 0.5f), true);
Bobj->bHasBeenDamaged = true;
}else if((model == MI_PARKINGMETER || model == MI_PARKINGMETER2) && !Bobj->bHasBeenDamaged){
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.GetNormal() * 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->SetIsStatic(false);
CWorld::Players[CWorld::PlayerInFocus].m_nHavocLevel += 2;
CStats::PropertyDestroyed += CGeneral::GetRandomNumberInRange(30, 60);
}
}
}
if(B->GetIsStatic())
return false;
if(!B->bInfiniteMass && !B->bIsStaticWaitingForCollision)
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
speedB = DotProduct(B->m_vecMoveSpeed, colpoint.normal);
bool affectB = false;
float mA = A->m_fMass;
float mB = B->m_fMass;
float speedSum;
if(A->IsPed() && ((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-comB, 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-comA, 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-comA, colpoint.normal, massFactorA);
float mB = B->GetMassTweak(pointposB-comB, 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){
#ifdef FIX_BUGS
B->ApplyFrictionMoveForce(fB*-0.3f);
B->ApplyFrictionTurnForce(fB*-0.3f, pointposB);
#else
A->ApplyFrictionMoveForce(fB*-0.3f);
A->ApplyFrictionTurnForce(fB*-0.3f, pointposB);
#endif
}
}
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(GetMatrix(), m_vecCentreOfMass);
CVector turnimpulse = CrossProduct(pointpos-com, vImpulse);
turnSpeed += turnimpulse*(1.0f/m_fTurnMass);
return true;
}
}
return false;
}
//LCS: the div by 0 is fixed differently. probably should use their fix?
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();
#ifdef FIX_BUGS // division by 0
frictionDir = vOtherSpeedA;
frictionDir.Normalise();
#else
frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
#endif
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;
#ifdef FIX_BUGS
if(impulseB > impulseLimit) impulseB = impulseLimit;
#else
if(impulseA < -impulseLimit) impulseA = -impulseLimit; // duplicate
#endif
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();
#ifdef FIX_BUGS // division by 0
frictionDir = vOtherSpeedA;
frictionDir.Normalise();
#else
frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
#endif
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();
#ifdef FIX_BUGS // division by 0
frictionDir = vOtherSpeedA;
frictionDir.Normalise();
#else
frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
#endif
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();
#ifdef FIX_BUGS // division by 0
frictionDir = vOtherSpeedA;
frictionDir.Normalise();
#else
frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
#endif
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){
#ifdef FIX_BUGS // division by 0
frictionDir = vOtherSpeed;
frictionDir.Normalise();
#else
frictionDir = vOtherSpeed * (1.0f/fOtherSpeed);
#endif
// 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){
#ifdef FIX_BUGS // division by 0
frictionDir = vOtherSpeed;
frictionDir.Normalise();
#else
frictionDir = vOtherSpeed * (1.0f/fOtherSpeed);
#endif
fImpulse = -fOtherSpeed * m_fMass;
impulseLimit = adhesiveLimit*CTimer::GetTimeStep() * 1.5;
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;
CVUVECTOR center;
float radius;
int numCollisions;
int mostColliding;
CColPoint colpoints[MAX_COLLISION_POINTS];
CVector shift = CVector(0.0f, 0.0f, 0.0f);
bool doShift = false;
CEntity *boat = nil;
bool skipShift;
A = this;
A->GetBoundCentre(center);
radius = A->GetBoundRadius();
if(A->IsMultiplayer())
return false;
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->IsMultiplayer() || B->IsBuilding() ||
B->IsObject() && B->bInfiniteMass ||
A->IsPed() && B->IsObject() && B->GetIsStatic() && !Bobj->bHasBeenDamaged)
canshift = true;
else
canshift = false;
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->GetIsStatic()){
if(Aobj->m_pCollidingEntity == B)
Aobj->m_pCollidingEntity = nil;
}else if(Aobj->m_pCollidingEntity != B){
CMatrix inv;
CVector size = CModelInfo::GetColModel(A->GetModelIndex())->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
skipShift = true;
}else if(B->IsObject() && A->IsVehicle()){
CObject *Bobj = (CObject*)B;
if(Bobj->ObjectCreatedBy != TEMP_OBJECT &&
!Bobj->bHasBeenDamaged &&
Bobj->GetIsStatic()){
if(Bobj->m_pCollidingEntity == A)
Bobj->m_pCollidingEntity = nil;
}else if(Bobj->m_pCollidingEntity != A){
CMatrix inv;
CVector size = CModelInfo::GetColModel(B->GetModelIndex())->boundingBox.GetSize();
size = B->GetMatrix() * size;
if(size.z < A->GetPosition().z ||
(Invert(A->GetMatrix(), inv) * size).z < 0.0f)
skipShift = true;
} else
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)
skipShift = true;
// else if(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].GetDepth() > colpoints[mostColliding].GetDepth())
mostColliding = j;
if(CWorld::bSecondShift)
for(j = 0; j < numCollisions; j++)
shift += colpoints[j].GetNormal() * colpoints[j].GetDepth() * 1.5f / numCollisions;
else
for(j = 0; j < numCollisions; j++)
shift += colpoints[j].GetNormal() * colpoints[j].GetDepth() * 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].GetDepth() * 0.5f;
}else if(A->IsPed() && B->IsVehicle() && ((CVehicle*)B)->IsBoat()){
CVector dir = colpoints[mostColliding].GetNormal();
float f = Min(Abs(dir.z), 0.9f);
dir.z = 0.0f;
dir.Normalise();
shift += dir * colpoints[mostColliding].GetDepth() / (1.0f - f);
boat = B;
}else if(B->IsPed() && A->IsVehicle() && ((CVehicle*)A)->IsBoat()){
CVector dir = colpoints[mostColliding].GetNormal() * -1.0f;
float f = Min(Abs(dir.z), 0.9f);
dir.z = 0.0f;
dir.Normalise();
B->GetMatrix().Translate(dir * colpoints[mostColliding].GetDepth() / (1.0f - f));
// BUG? how can that ever happen? A is a Ped
// LCS: gone or just optimized away?
if(B->IsVehicle())
B->ProcessEntityCollision(A, colpoints);
}else{
if(CWorld::bSecondShift)
shift += colpoints[mostColliding].GetNormal() * colpoints[mostColliding].GetDepth() * 0.4f;
else
shift += colpoints[mostColliding].GetNormal() * colpoints[mostColliding].GetDepth() * 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;
CVUVECTOR 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();
#ifndef FIX_BUGS
// surely they didn't mean to call this twice?
numCollisions = A->ProcessEntityCollision(B, aColPoints);
#endif
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;
CVUVECTOR 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 = A->IsMultiplayer() ? 1 : 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;
if(!B->bUsesCollision ||
B->m_scanCode == CWorld::GetCurrentScanCode() ||
B == A)
continue;
if(!B->GetIsTouching(center, radius)){
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() && Aobj->m_nSpecialCollisionResponseCases == COLLRESPONSE_FENCEPART &&
B->IsObject() && Bobj->m_nSpecialCollisionResponseCases == COLLRESPONSE_FENCEPART){
skipCollision = true;
A->bSkipLineCol = true;
}else if(A->IsObject() && Aobj->bIsStreetLight && !B->IsBuilding() && IsLCSTrafficLight(A->GetModelIndex())){
skipCollision = true;
A->bSkipLineCol = true;
Aobj->m_pCollidingEntity = B;
}else if(B->IsObject() && Bobj->bIsStreetLight && !A->IsBuilding() && IsLCSTrafficLight(B->GetModelIndex())){
skipCollision = true;
B->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->GetIsStatic()){
if(Aobj->m_pCollidingEntity == B)
skipCollision = true;
else if(Aobj->m_nCollisionDamageEffect < DAMAGE_EFFECT_SMASH_COMPLETELY){
CMatrix inv;
CVector size = CModelInfo::GetColModel(A->GetModelIndex())->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->GetIsStatic()){
if(Bobj->m_pCollidingEntity == A)
skipCollision = true;
else if(Bobj->m_nCollisionDamageEffect < DAMAGE_EFFECT_SMASH_COMPLETELY){
CMatrix inv;
CVector size = CModelInfo::GetColModel(B->GetModelIndex())->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 || !A->phys_lcs_unk1)){
skipCollision = true;
if(!Aped->bKnockedUpIntoAir || Aped->bKnockedOffBike)
A->bSkipLineCol = true;
}else if(B->IsPed() && (Bped->m_pCollidingEntity == A || !B->phys_lcs_unk1)){
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->IsObject() && !B->IsBuilding()){
if(!A->phys_lcs_unk1){
A->bSkipLineCol = true;
skipCollision = true;
#ifdef FIX_BUGS
// looks correct below
Aobj->m_pCollidingEntity = B;
#else
Aobj->m_pCollidingEntity = A;
#endif
}
}
if(B->IsObject() && !A->IsBuilding()){
if(!B->phys_lcs_unk1){
B->bSkipLineCol = true;
skipCollision = true;
Bobj->m_pCollidingEntity = A;
}
}
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->m_phy_flagA08 || 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 = CVector(0.0f, 0.0f, 0.0f);
CVector turnSpeed = CVector(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(B->IsMultiplayer())
A->SendMuliVehicleCollision(B, &aColPoints[i], impulseA);
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(B->IsMultiplayer())
A->SendMuliVehicleCollision(B, &aColPoints[i], impulseA);
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->bIsInWater){
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::GetColModel(B->GetModelIndex())->boundingBox.GetSize();
size = B->GetMatrix() * size;
if(size.z < A->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);
#ifdef FIX_BUGS
else if(Aobj->m_nCollisionDamageEffect >= DAMAGE_EFFECT_SMASH_COMPLETELY){
#else
else if(Bobj->m_nCollisionDamageEffect >= DAMAGE_EFFECT_SMASH_COMPLETELY){
#endif
CMatrix inv;
CVector size = CModelInfo::GetColModel(A->GetModelIndex())->boundingBox.GetSize();
size = A->GetMatrix() * size;
if(size.z < B->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 || IsMultiplayer()){
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() && ped->m_pCurrentPhysSurface)
n = Max(NUMSTEPS(0.15f), 4.0f);
else
n = Max(NUMSTEPS(0.3f), 2.0f);
if(ped->IsPlayer() && ped->bHasHitWall)
n *= 2;
step = savedTimeStep / n;
if(!ped->IsPlayer())
ped->m_fElasticity *= HIGHSPEED_ELASTICITY_MULT_PED;
}else if(IsVehicle()){
if(GetStatus() == STATUS_PLAYER)
n = NUMSTEPS(0.3f);
else
n = NUMSTEPS(0.4f);
if(n == 0)
n = 1;
step = savedTimeStep / n;
if(n > 2){
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;
float relDist = Max(relDistX, Max(relDistY, relDistZ));
if(((CVehicle*)this)->GetVehicleAppearance() == VEHICLE_APPEARANCE_BIKE)
relDist *= 2.0f;
if(relDist < 1.0f){
// check if we can get away with simplified processing
ApplyMoveSpeed();
ApplyTurnSpeed();
GetMatrix().Reorthogonalise();
bSkipLineCol = false;
m_bIsVehicleBeingShifted = false;
bJustCheckCollision = true;
bool savedUsesCollision = bUsesCollision;
bUsesCollision = false;
if(!CheckCollision()){
bJustCheckCollision = false;
bUsesCollision = savedUsesCollision;
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 = savedUsesCollision;
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 = CVector(0.0f, 0.0f, 0.0f);
CVector speedDown = CVector(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();
}
// TEMP old VC code until bikes are done
bool
CPhysical::ApplySpringCollisionAlt(float springConst, CVector &springDir, CVector &point, float springRatio, float bias, CVector &forceDir)
{
float compression = 1.0f - springRatio;
if(compression > 0.0f){
if(DotProduct(springDir, forceDir) > 0.0f)
forceDir *= -1.0f;
float step = Min(CTimer::GetTimeStep(), 3.0f);
float impulse = GRAVITY*m_fMass*step * springConst * compression * bias*2.0f;
if(bIsHeavy)
impulse *= 0.75f;
ApplyMoveForce(forceDir*impulse);
ApplyTurnForce(forceDir*impulse, point);
}
return true;
}
bool
CPhysical::ApplySpringDampening(float damping, CVector &springDir, CVector &point, CVector &speed)
{
float speedA = DotProduct(speed, springDir);
float speedB = DotProduct(GetSpeed(point), springDir);
float step = Min(CTimer::GetTimeStep(), 3.0f);
float impulse = -damping * (speedA + speedB)/2.0f * m_fMass * step * 0.53f;
if(bIsHeavy)
impulse *= 2.0f;
// what is this?
float a = m_fTurnMass / ((point.MagnitudeSqr() + 1.0f) * 2.0f * m_fMass);
a = Min(a, 1.0f);
float b = Abs(impulse / (speedB * m_fMass));
if(a < b)
impulse *= a/b;
ApplyMoveForce(springDir*impulse);
ApplyTurnForce(springDir*impulse, point);
return true;
}