diff options
Diffstat (limited to 'src/entities/Physical.cpp')
-rw-r--r-- | src/entities/Physical.cpp | 71 |
1 files changed, 56 insertions, 15 deletions
diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp index 4fc53039..ed01297e 100644 --- a/src/entities/Physical.cpp +++ b/src/entities/Physical.cpp @@ -303,14 +303,15 @@ CPhysical::GetHasCollidedWith(CEntity *ent) void CPhysical::RemoveRefsToEntity(CEntity *ent) { - int i, j; + int i = 0, j; - for(i = 0; i < m_nCollisionRecords; i++){ + 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++; } } @@ -518,13 +519,12 @@ CPhysical::ApplyAirResistance(void) m_vecMoveSpeed *= f; m_vecTurnSpeed *= f; }else{ - float f = Pow(1.0f/(m_fAirResistance*0.5f*m_vecMoveSpeed.MagnitudeSqr() + 1.0f), CTimer::GetTimeStep()); + float f = Pow(1.0f/Abs(m_fAirResistance*0.5f*m_vecMoveSpeed.MagnitudeSqr() + 1.0f), CTimer::GetTimeStep()); m_vecMoveSpeed *= f; m_vecTurnSpeed *= 0.99f; } } - bool CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, float &impulseB) { @@ -783,9 +783,13 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl if(B->GetStatus() == STATUS_PLAYER) pointposB *= 0.8f; if(CWorld::bNoMoreCollisionTorque){ - // BUG: the game actually uses A here, but this can't be right +#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){ @@ -881,14 +885,24 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint) 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; - if(impulseB > impulseLimit) impulseB = impulseLimit; // BUG: game has A's clamp again here, but this can't be right +#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; @@ -907,7 +921,12 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint) 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){ @@ -935,7 +954,12 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint) 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){ @@ -963,7 +987,12 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint) 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); @@ -1000,7 +1029,12 @@ CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint) 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; @@ -1018,9 +1052,14 @@ CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint) 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() * 1.5f; + impulseLimit = adhesiveLimit*CTimer::GetTimeStep() * 1.5; if(fImpulse < -impulseLimit) fImpulse = -impulseLimit; ApplyFrictionMoveForce(frictionDir*fImpulse); ApplyFrictionTurnForce(frictionDir*fImpulse, pointpos); @@ -1053,7 +1092,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists) int numCollisions; int mostColliding; CColPoint colpoints[MAX_COLLISION_POINTS]; - CVector shift = { 0.0f, 0.0f, 0.0f }; + CVector shift = CVector(0.0f, 0.0f, 0.0f); bool doShift = false; CEntity *boat = nil; @@ -1111,7 +1150,8 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists) skipShift = true; Aobj->m_pCollidingEntity = B; } - } + } else + skipShift = true; }else if(B->IsObject() && A->IsVehicle()){ CObject *Bobj = (CObject*)B; if(Bobj->ObjectCreatedBy != TEMP_OBJECT && @@ -1126,7 +1166,8 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists) 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())) @@ -1498,8 +1539,8 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists) if(numCollisions <= 0) continue; - CVector moveSpeed = { 0.0f, 0.0f, 0.0f }; - CVector turnSpeed = { 0.0f, 0.0f, 0.0f }; + CVector moveSpeed = CVector(0.0f, 0.0f, 0.0f); + CVector turnSpeed = CVector(0.0f, 0.0f, 0.0f); numResponses = 0; if(A->bHasContacted){ for(i = 0; i < numCollisions; i++){ @@ -1858,8 +1899,8 @@ CPhysical::ProcessCollision(void) }else if(IsObject()){ int responsecase = ((CObject*)this)->m_nSpecialCollisionResponseCases; if(responsecase == COLLRESPONSE_LAMPOST){ - CVector speedUp = { 0.0f, 0.0f, 0.0f }; - CVector speedDown = { 0.0f, 0.0f, 0.0f }; + CVector speedUp = CVector(0.0f, 0.0f, 0.0f); + CVector speedDown = CVector(0.0f, 0.0f, 0.0f); speedUp.z = GetBoundRadius(); speedDown.z = -speedUp.z; speedUp = Multiply3x3(GetMatrix(), speedUp); |