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author | aap <aap@papnet.eu> | 2019-05-15 16:52:37 +0200 |
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committer | aap <aap@papnet.eu> | 2019-05-15 16:52:37 +0200 |
commit | 600bf0351476a5a21aabb5429132ddf7f52ac0b9 (patch) | |
tree | d8e48b3a581679e33830fb7c98ed69e1e242e2c2 /src/entities/Physical.h | |
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Diffstat (limited to '')
-rw-r--r-- | src/entities/Physical.h | 137 |
1 files changed, 137 insertions, 0 deletions
diff --git a/src/entities/Physical.h b/src/entities/Physical.h new file mode 100644 index 00000000..681ab5c8 --- /dev/null +++ b/src/entities/Physical.h @@ -0,0 +1,137 @@ +#pragma once + +#include "Lists.h" +#include "Entity.h" +#include "Treadable.h" + +enum { + PHYSICAL_MAX_COLLISIONRECORDS = 6 +}; + +class CPhysical : public CEntity +{ +public: + // The not properly indented fields haven't been checked properly yet + + int uAudioEntityId; + float unk1; + CTreadable *m_carTreadable; + CTreadable *m_pedTreadable; + uint32 m_nLastTimeCollided; + CVector m_vecMoveSpeed; // velocity + CVector m_vecTurnSpeed; // angular velocity + CVector m_vecMoveFriction; + CVector m_vecTurnFriction; + CVector m_vecMoveSpeedAvg; + CVector m_vecTurnSpeedAvg; + float m_fMass; + float m_fTurnMass; // moment of inertia + float fForceMultiplier; + float m_fAirResistance; + float m_fElasticity; + float fPercentSubmerged; + CVector m_vecCentreOfMass; + CEntryInfoList m_entryInfoList; + CPtrNode *m_movingListNode; + + char field_EC; + uint8 m_nStaticFrames; + uint8 m_nCollisionRecords; + char field_EF; + CEntity *m_aCollisionRecords[PHYSICAL_MAX_COLLISIONRECORDS]; + + float m_fDistanceTravelled; + + // damaged piece + float m_fCollisionImpulse; + CEntity *m_pCollidingEntity; + CVector m_vecCollisionDirection; + int16 m_nCollisionPieceType; + + uint8 m_phy_flagA1 : 1; + uint8 bAffectedByGravity : 1; + uint8 bInfiniteMass : 1; + uint8 m_phy_flagA8 : 1; + uint8 m_phy_flagA10 : 1; + uint8 m_phy_flagA20 : 1; + uint8 m_phy_flagA40 : 1; + uint8 m_phy_flagA80 : 1; + + uint8 m_phy_flagB1 : 1; + uint8 m_phy_flagB2 : 1; + uint8 m_phy_flagB4 : 1; + uint8 m_phy_flagB8 : 1; + uint8 m_phy_flagB10 : 1; + uint8 m_phy_flagB20 : 1; + uint8 m_phy_flagB40 : 1; + uint8 m_phy_flagB80 : 1; + + char byteLastCollType; + char byteZoneLevel; + int16 pad; + + + // from CEntity + void Add(void); + void Remove(void); + CRect GetBoundRect(void); + void ProcessControl(void); + + void RemoveAndAdd(void); + void AddToMovingList(void); + void RemoveFromMovingList(void); + + // get speed of point p relative to entity center + CVector GetSpeed(const CVector &r); + CVector GetSpeed(void) { return GetSpeed(CVector(0.0f, 0.0f, 0.0f)); } + float GetMass(const CVector &pos, const CVector &dir) { + return 1.0f / (CrossProduct(pos, dir).MagnitudeSqr()/m_fTurnMass + + 1.0f/m_fMass); + } + float GetMassTime(const CVector &pos, const CVector &dir, float t) { + return 1.0f / (CrossProduct(pos, dir).MagnitudeSqr()/(m_fTurnMass*t) + + 1.0f/(m_fMass*t)); + } + void UnsetIsInSafePosition(void) { + m_vecMoveSpeed *= -1.0f; + m_vecTurnSpeed *= -1.0f; + ApplyTurnSpeed(); + ApplyMoveSpeed(); + m_vecMoveSpeed *= -1.0f; + m_vecTurnSpeed *= -1.0f; + bIsInSafePosition = false; + } + + void ApplyMoveSpeed(void); + void ApplyTurnSpeed(void); + // Force actually means Impulse here + void ApplyMoveForce(float jx, float jy, float jz); + void ApplyMoveForce(const CVector &j) { ApplyMoveForce(j.x, j.y, j.z); } + // v(x,y,z) is direction of force, p(x,y,z) is point relative to model center where force is applied + void ApplyTurnForce(float jx, float jy, float jz, float rx, float ry, float rz); + // v is direction of force, p is point relative to model center where force is applied + void ApplyTurnForce(const CVector &j, const CVector &p) { ApplyTurnForce(j.x, j.y, j.z, p.x, p.y, p.z); } + void ApplyFrictionMoveForce(float jx, float jy, float jz); + void ApplyFrictionMoveForce(const CVector &j) { ApplyFrictionMoveForce(j.x, j.y, j.z); } + void ApplyFrictionTurnForce(float jx, float jy, float jz, float rx, float ry, float rz); + void ApplyFrictionTurnForce(const CVector &j, const CVector &p) { ApplyFrictionTurnForce(j.x, j.y, j.z, p.x, p.y, p.z); } + void ApplySpringCollision(float f1, CVector &v, CVector &p, float f2, float f3); + void ApplyGravity(void); + void ApplyFriction(void); + void ApplyAirResistance(void); + bool ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, float &impulseB); + bool ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CVector &moveSpeed, CVector &turnSpeed); + bool ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint); + bool ApplyFriction(float adhesiveLimit, CColPoint &colpoint); + + void AddCollisionRecord(CEntity *ent); + void AddCollisionRecord_Treadable(CEntity *ent); + bool GetHasCollidedWith(CEntity *ent); + + // to make patching virtual functions possible + void Add_(void) { CPhysical::Add(); } + void Remove_(void) { CPhysical::Remove(); } + CRect GetBoundRect_(void) { return CPhysical::GetBoundRect(); } + void ProcessControl_(void) { CPhysical::ProcessControl(); } +}; +static_assert(sizeof(CPhysical) == 0x128, "CPhysical: error"); |