#include "common.h" #include "World.h" #include "Timer.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 "Physical.h" CPhysical::CPhysical(void) { int i; 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; m_nDamagePieceType = 0; m_fDamageImpulse = 0.0f; m_pDamageEntity = nil; m_vecDamageNormal = CVector(0.0f, 0.0f, 0.0f); bUsesCollision = true; m_audioEntityId = -5; unk1 = 100.0f; m_vecCentreOfMass = CVector(0.0f, 0.0f, 0.0f); field_EC = 0; bIsHeavy = false; bAffectedByGravity = true; bInfiniteMass = false; bIsInWater = false; bHitByTrain = false; bSkipLineCol = false; m_fDistanceTravelled = 0.0f; m_treadable[PATH_CAR] = nil; m_treadable[PATH_PED] = nil; m_phy_flagA10 = false; m_phy_flagA20 = false; m_nZoneLevel = LEVEL_NONE; } CPhysical::~CPhysical(void) { m_entryInfoList.Flush(); } void CPhysical::Add(void) { int x, xstart, xmid, xend; int y, ystart, ymid, yend; CSector *s; CPtrList *list; CRect bounds = GetBoundRect(); xstart = CWorld::GetSectorIndexX(bounds.left); xend = CWorld::GetSectorIndexX(bounds.right); xmid = CWorld::GetSectorIndexX((bounds.left + bounds.right)/2.0f); ystart = CWorld::GetSectorIndexY(bounds.top); yend = CWorld::GetSectorIndexY(bounds.bottom); ymid = CWorld::GetSectorIndexY((bounds.top + bounds.bottom)/2.0f); assert(xstart >= 0); assert(xend < NUMSECTORS_X); assert(ystart >= 0); assert(yend < NUMSECTORS_Y); for(y = ystart; y <= yend; y++) for(x = xstart; x <= xend; x++){ s = CWorld::GetSector(x, y); if(x == xmid && y == ymid) switch(m_type){ case ENTITY_TYPE_VEHICLE: list = &s->m_lists[ENTITYLIST_VEHICLES]; break; case ENTITY_TYPE_PED: list = &s->m_lists[ENTITYLIST_PEDS]; break; case ENTITY_TYPE_OBJECT: list = &s->m_lists[ENTITYLIST_OBJECTS]; break; default: assert(0); }else switch(m_type){ case ENTITY_TYPE_VEHICLE: list = &s->m_lists[ENTITYLIST_VEHICLES_OVERLAP]; break; case ENTITY_TYPE_PED: list = &s->m_lists[ENTITYLIST_PEDS_OVERLAP]; break; case ENTITY_TYPE_OBJECT: list = &s->m_lists[ENTITYLIST_OBJECTS_OVERLAP]; break; default: assert(0); } CPtrNode *node = list->InsertItem(this); assert(node); m_entryInfoList.InsertItem(list, node, s); } } void CPhysical::Remove(void) { CEntryInfoNode *node, *next; for(node = m_entryInfoList.first; node; node = next){ next = node->next; node->list->DeleteNode(node->listnode); m_entryInfoList.DeleteNode(node); } } void CPhysical::RemoveAndAdd(void) { int x, xstart, xmid, xend; int y, ystart, ymid, yend; CSector *s; CPtrList *list; CRect bounds = GetBoundRect(); xstart = CWorld::GetSectorIndexX(bounds.left); xend = CWorld::GetSectorIndexX(bounds.right); xmid = CWorld::GetSectorIndexX((bounds.left + bounds.right)/2.0f); ystart = CWorld::GetSectorIndexY(bounds.top); yend = CWorld::GetSectorIndexY(bounds.bottom); ymid = CWorld::GetSectorIndexY((bounds.top + bounds.bottom)/2.0f); assert(xstart >= 0); assert(xend < NUMSECTORS_X); assert(ystart >= 0); assert(yend < NUMSECTORS_Y); // we'll try to recycle nodes from here CEntryInfoNode *next = m_entryInfoList.first; for(y = ystart; y <= yend; y++) for(x = xstart; x <= xend; x++){ s = CWorld::GetSector(x, y); if(x == xmid && y == ymid) switch(m_type){ case ENTITY_TYPE_VEHICLE: list = &s->m_lists[ENTITYLIST_VEHICLES]; break; case ENTITY_TYPE_PED: list = &s->m_lists[ENTITYLIST_PEDS]; break; case ENTITY_TYPE_OBJECT: list = &s->m_lists[ENTITYLIST_OBJECTS]; break; }else switch(m_type){ case ENTITY_TYPE_VEHICLE: list = &s->m_lists[ENTITYLIST_VEHICLES_OVERLAP]; break; case ENTITY_TYPE_PED: list = &s->m_lists[ENTITYLIST_PEDS_OVERLAP]; break; case ENTITY_TYPE_OBJECT: list = &s->m_lists[ENTITYLIST_OBJECTS_OVERLAP]; break; } if(next){ // If we still have old nodes, use them next->list->RemoveNode(next->listnode); list->InsertNode(next->listnode); next->list = list; next->sector = s; next = next->next; }else{ CPtrNode *node = list->InsertItem(this); m_entryInfoList.InsertItem(list, node, s); } } // Remove old nodes we no longer need CEntryInfoNode *node; for(node = next; node; node = next){ next = node->next; node->list->DeleteNode(node->listnode); m_entryInfoList.DeleteNode(node); } } CRect CPhysical::GetBoundRect(void) { CVector center; float radius; GetBoundCentre(center); radius = GetBoundRadius(); return CRect(center.x-radius, center.y-radius, center.x+radius, center.y+radius); } void CPhysical::AddToMovingList(void) { m_movingListNode = CWorld::GetMovingEntityList().InsertItem(this); } void CPhysical::RemoveFromMovingList(void) { if(m_movingListNode){ CWorld::GetMovingEntityList().DeleteNode(m_movingListNode); m_movingListNode = nil; } } void CPhysical::SetDamagedPieceRecord(uint16 piece, float impulse, CEntity *entity, CVector dir) { m_nDamagePieceType = piece; m_fDamageImpulse = impulse; m_pDamageEntity = entity; entity->RegisterReference(&m_pDamageEntity); m_vecDamageNormal = dir; } void CPhysical::AddCollisionRecord(CEntity *ent) { AddCollisionRecord_Treadable(ent); this->bHasCollided = true; ent->bHasCollided = true; if(IsVehicle() && ent->IsVehicle()){ if(((CVehicle*)this)->m_nAlarmState == -1) ((CVehicle*)this)->m_nAlarmState = 15000; if(((CVehicle*)ent)->m_nAlarmState == -1) ((CVehicle*)ent)->m_nAlarmState = 15000; } if(bUseCollisionRecords){ int i; for(i = 0; i < m_nCollisionRecords; i++) if(m_aCollisionRecords[i] == ent) return; if(m_nCollisionRecords < PHYSICAL_MAX_COLLISIONRECORDS) m_aCollisionRecords[m_nCollisionRecords++] = ent; m_nLastTimeCollided = CTimer::GetTimeInMilliseconds(); } } //--MIAMI: done void CPhysical::AddCollisionRecord_Treadable(CEntity *ent) { if(ent->IsBuilding() && ((CBuilding*)ent)->GetIsATreadable()){ } } bool CPhysical::GetHasCollidedWith(CEntity *ent) { int i; if(bUseCollisionRecords) for(i = 0; i < m_nCollisionRecords; i++) if(m_aCollisionRecords[i] == ent) return true; return false; } void CPhysical::RemoveRefsToEntity(CEntity *ent) { int i, j; for(i = 0; i < m_nCollisionRecords; i++){ if(m_aCollisionRecords[i] == ent){ for(j = i; j < m_nCollisionRecords-1; j++) m_aCollisionRecords[j] = m_aCollisionRecords[j+1]; m_nCollisionRecords--; } } } void CPhysical::PlacePhysicalRelativeToOtherPhysical(CPhysical *other, CPhysical *phys, CVector localPos) { CVector worldPos = other->GetMatrix() * localPos; float step = 0.9f * CTimer::GetTimeStep(); CVector pos = other->m_vecMoveSpeed*step + worldPos; CWorld::Remove(phys); phys->GetMatrix() = other->GetMatrix(); phys->SetPosition(pos); phys->m_vecMoveSpeed = other->m_vecMoveSpeed; phys->GetMatrix().UpdateRW(); phys->UpdateRwFrame(); CWorld::Add(phys); } int32 CPhysical::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints) { int32 numSpheres = CCollision::ProcessColModels( GetMatrix(), *CModelInfo::GetModelInfo(GetModelIndex())->GetColModel(), ent->GetMatrix(), *CModelInfo::GetModelInfo(ent->GetModelIndex())->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->bIsStatic) this->bHasHitWall = true; } return numSpheres; } void CPhysical::ProcessControl(void) { if(!IsPed()) bIsInWater = false; bHasContacted = false; bIsInSafePosition = false; bWasPostponed = false; bHasHitWall = false; if(GetStatus() == STATUS_SIMPLE) return; m_nCollisionRecords = 0; bHasCollided = false; m_nDamagePieceType = 0; m_fDamageImpulse = 0.0f; m_pDamageEntity = nil; if(!bIsStuck){ if(IsObject() || IsPed() && !bPedPhysics){ m_vecMoveSpeedAvg = (m_vecMoveSpeedAvg + m_vecMoveSpeed)/2.0f; m_vecTurnSpeedAvg = (m_vecTurnSpeedAvg + m_vecTurnSpeed)/2.0f; float step = CTimer::GetTimeStep() * 0.003f; if(m_vecMoveSpeedAvg.MagnitudeSqr() < step*step && m_vecTurnSpeedAvg.MagnitudeSqr() < step*step){ m_nStaticFrames++; if(m_nStaticFrames > 10){ m_nStaticFrames = 10; bIsStatic = true; m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f); m_vecMoveFriction = m_vecMoveSpeed; m_vecTurnFriction = m_vecTurnSpeed; return; } }else m_nStaticFrames = 0; } } ApplyGravity(); ApplyFriction(); ApplyAirResistance(); } /* * Some quantities (german in parens): * * acceleration: distance/time^2: a * velocity: distance/time: v (GTA: speed) * momentum (impuls): velocity*mass: p * impulse (kraftstoss): delta momentum, force*time: J * * angular equivalents: * velocity -> angular velocity (GTA: turn speed) * momentum -> angular momentum (drehimpuls): L = r cross p * force -> torque (drehmoment): tau = r cross F * mass -> moment of inertia, angular mass (drehmoment, drehmasse): I = L/omega (GTA: turn mass) */ CVector CPhysical::GetSpeed(const CVector &r) { return m_vecMoveSpeed + m_vecMoveFriction + CrossProduct(m_vecTurnFriction + m_vecTurnSpeed, r); } void CPhysical::ApplyMoveSpeed(void) { GetMatrix().Translate(m_vecMoveSpeed * CTimer::GetTimeStep()); } void CPhysical::ApplyTurnSpeed(void) { // Move the coordinate axes by their speed // Note that this denormalizes the matrix CVector turnvec = m_vecTurnSpeed*CTimer::GetTimeStep(); GetRight() += CrossProduct(turnvec, GetRight()); GetForward() += CrossProduct(turnvec, GetForward()); GetUp() += CrossProduct(turnvec, GetUp()); } void CPhysical::ApplyMoveForce(float jx, float jy, float jz) { m_vecMoveSpeed += CVector(jx, jy, jz)*(1.0f/m_fMass); } void CPhysical::ApplyTurnForce(float jx, float jy, float jz, float px, float py, float pz) { CVector com = Multiply3x3(m_matrix, m_vecCentreOfMass); CVector turnimpulse = CrossProduct(CVector(px, py, pz)-com, CVector(jx, jy, jz)); m_vecTurnSpeed += turnimpulse*(1.0f/m_fTurnMass); } void CPhysical::ApplyFrictionMoveForce(float jx, float jy, float jz) { m_vecMoveFriction += CVector(jx, jy, jz)*(1.0f/m_fMass); } void CPhysical::ApplyFrictionTurnForce(float jx, float jy, float jz, float px, float py, float pz) { CVector com = Multiply3x3(m_matrix, m_vecCentreOfMass); CVector turnimpulse = CrossProduct(CVector(px, py, pz)-com, CVector(jx, jy, jz)); m_vecTurnFriction += turnimpulse*(1.0f/m_fTurnMass); } bool CPhysical::ApplySpringCollision(float springConst, CVector &springDir, CVector &point, float springRatio, float bias) { float compression = 1.0f - springRatio; if(compression > 0.0f){ float step = Min(CTimer::GetTimeStep(), 3.0f); float impulse = -GRAVITY*m_fMass*step * springConst * compression * bias*2.0f; ApplyMoveForce(springDir*impulse); ApplyTurnForce(springDir*impulse, point); } return true; } // What exactly is speed? bool CPhysical::ApplySpringDampening(float damping, CVector &springDir, CVector &point, CVector &speed) { float speedA = DotProduct(speed, springDir); float speedB = DotProduct(GetSpeed(point), springDir); float step = Min(CTimer::GetTimeStep(), 3.0f); float impulse = -damping * (speedA + speedB)/2.0f * m_fMass * step * 0.53f; // what is this? float a = m_fTurnMass / ((point.MagnitudeSqr() + 1.0f) * 2.0f * m_fMass); a = Min(a, 1.0f); float b = Abs(impulse / (speedB * m_fMass)); if(a < b) impulse *= a/b; ApplyMoveForce(springDir*impulse); ApplyTurnForce(springDir*impulse, point); return true; } void CPhysical::ApplyGravity(void) { if(bAffectedByGravity) 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*0.5f*m_vecMoveSpeed.MagnitudeSqr() + 1.0f), CTimer::GetTimeStep()); m_vecMoveSpeed *= f; m_vecTurnSpeed *= 0.99f; } } bool CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, float &impulseB) { float eA, eB; CPhysical *A = this; CObject *Bobj = (CObject*)B; bool ispedcontactA = false; bool ispedcontactB = false; float timestepA; if(B->bPedPhysics){ timestepA = 10.0f; if(B->IsPed() && ((CPed*)B)->m_pCurrentPhysSurface == A) ispedcontactA = true; }else timestepA = A->bIsHeavy ? 2.0f : 1.0f; float timestepB; if(A->bPedPhysics){ if(A->IsPed() && ((CPed*)A)->IsPlayer() && B->IsVehicle() && (B->GetStatus() == STATUS_ABANDONED || B->GetStatus() == STATUS_WRECKED || A->bHasHitWall)) timestepB = 2200.0f / B->m_fMass; else timestepB = 10.0f; if(A->IsPed() && ((CPed*)A)->m_pCurrentPhysSurface == B) ispedcontactB = true; }else timestepB = B->bIsHeavy ? 2.0f : 1.0f; float speedA, speedB; if(B->bIsStatic){ if(A->bPedPhysics){ speedA = DotProduct(A->m_vecMoveSpeed, colpoint.normal); if(speedA < 0.0f){ if(B->IsObject()){ impulseA = -speedA * A->m_fMass; impulseB = impulseA; if(impulseA > Bobj->m_fUprootLimit){ if(IsGlass(B->GetModelIndex())) CGlass::WindowRespondsToCollision(B, impulseA, A->m_vecMoveSpeed, colpoint.point, false); else if(!B->bInfiniteMass) B->bIsStatic = false; }else{ if(IsGlass(B->GetModelIndex())) CGlass::WindowRespondsToSoftCollision(B, impulseA); if(!A->bInfiniteMass) A->ApplyMoveForce(colpoint.normal*(1.0f + A->m_fElasticity)*impulseA); return true; } }else if(!B->bInfiniteMass) B->bIsStatic = false; if(B->bInfiniteMass){ impulseA = -speedA * A->m_fMass; impulseB = 0.0f; if(!A->bInfiniteMass) A->ApplyMoveForce(colpoint.normal*(1.0f + A->m_fElasticity)*impulseA); return true; } } }else{ CVector pointposA = colpoint.point - A->GetPosition(); speedA = DotProduct(A->GetSpeed(pointposA), colpoint.normal); if(speedA < 0.0f){ if(B->IsObject()){ if(A->bHasHitWall) eA = -1.0f; else eA = -(1.0f + A->m_fElasticity); impulseA = eA * speedA * A->GetMass(pointposA, colpoint.normal); impulseB = impulseA; if(Bobj->m_nCollisionDamageEffect && impulseA > 20.0f){ Bobj->ObjectDamage(impulseA); if(!B->bUsesCollision){ if(!A->bInfiniteMass){ A->ApplyMoveForce(colpoint.normal*0.2f*impulseA); A->ApplyTurnForce(colpoint.normal*0.2f*impulseA, pointposA); } return false; } } if((impulseA > Bobj->m_fUprootLimit || A->bIsStuck) && !B->bInfiniteMass){ if(IsGlass(B->GetModelIndex())) CGlass::WindowRespondsToCollision(B, impulseA, A->m_vecMoveSpeed, colpoint.point, false); else B->bIsStatic = false; int16 model = B->GetModelIndex(); if(model == MI_FIRE_HYDRANT && !Bobj->bHasBeenDamaged){ CParticleObject::AddObject(POBJECT_FIRE_HYDRANT, B->GetPosition() - CVector(0.0f, 0.0f, 0.5f), true); Bobj->bHasBeenDamaged = true; }else if(B->IsObject() && !IsExplosiveThingModel(model)) Bobj->bHasBeenDamaged = true; }else{ if(IsGlass(B->GetModelIndex())) CGlass::WindowRespondsToSoftCollision(B, impulseA); CVector f = colpoint.normal * impulseA; if(A->IsVehicle() && colpoint.normal.z < 0.7f) f.z *= 0.3f; if(!A->bInfiniteMass){ A->ApplyMoveForce(f); if(!A->IsVehicle() || !CWorld::bNoMoreCollisionTorque) A->ApplyTurnForce(f, pointposA); } return true; } }else if(!B->bInfiniteMass) B->bIsStatic = false; } } if(B->bIsStatic) return false; if(!B->bInfiniteMass) 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 // not interested in how much B moves into A apparently? // only interested in cases where A collided into B speedB = Max(0.0f, DotProduct(B->m_vecMoveSpeed, colpoint.normal)); // A has moved into B if(speedA < speedB){ if(!A->bHasHitWall) speedB -= (speedA - speedB) * (A->m_fElasticity+B->m_fElasticity)/2.0f; impulseA = (speedB-speedA) * A->m_fMass * timestepA; if(!A->bInfiniteMass) A->ApplyMoveForce(colpoint.normal*(impulseA/timestepA)); 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 a = A->m_fMass*timestepA; float b = B->GetMassTime(pointposB, colpoint.normal, timestepB); float speedSum = (b*speedB + a*speedA)/(a + b); 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) * a; impulseB = -(eB - speedB) * b; CVector fA = colpoint.normal*(impulseA/timestepA); CVector fB = colpoint.normal*(-impulseB/timestepB); 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 a = A->GetMassTime(pointposA, colpoint.normal, timestepA); float b = B->m_fMass*timestepB; float speedSum = (b*speedB + a*speedA)/(a + b); 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) * a; impulseB = -(eB - speedB) * b; CVector fA = colpoint.normal*(impulseA/timestepA); CVector fB = colpoint.normal*(-impulseB/timestepB); 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 a = A->GetMassTime(pointposA, colpoint.normal, timestepA); float b = B->GetMassTime(pointposB, colpoint.normal, timestepB); float speedSum = (b*speedB + a*speedA)/(a + b); 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) * a; impulseB = -(eB - speedB) * b; CVector fA = colpoint.normal*(impulseA/timestepA); CVector fB = colpoint.normal*(-impulseB/timestepB); if(A->IsVehicle() && !A->bHasHitWall){ fA.x *= 1.4f; fA.y *= 1.4f; if(colpoint.normal.z < 0.7f) fA.z *= 0.3f; if(A->GetStatus() == STATUS_PLAYER) pointposA *= 0.8f; if(CWorld::bNoMoreCollisionTorque){ A->ApplyFrictionMoveForce(fA*-0.3f); A->ApplyFrictionTurnForce(fA*-0.3f, pointposA); } } if(B->IsVehicle() && !B->bHasHitWall){ fB.x *= 1.4f; fB.y *= 1.4f; if(colpoint.normal.z < 0.7f) fB.z *= 0.3f; if(B->GetStatus() == STATUS_PLAYER) pointposB *= 0.8f; if(CWorld::bNoMoreCollisionTorque){ // BUG: the game actually uses A here, but this can't be right B->ApplyFrictionMoveForce(fB*-0.3f); B->ApplyFrictionTurnForce(fB*-0.3f, pointposB); } } if(!A->bInfiniteMass){ A->ApplyMoveForce(fA); A->ApplyTurnForce(fA, pointposA); } if(!B->bInfiniteMass){ if(B->bIsInSafePosition) B->UnsetIsInSafePosition(); B->ApplyMoveForce(fB); B->ApplyTurnForce(fB, pointposB); } return true; } } return false; } bool CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CVector &moveSpeed, CVector &turnSpeed) { float normalSpeed; float e; CVector speed; CVector vImpulse; 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){ float minspeed = 0.0104f * CTimer::GetTimeStep(); #ifdef GTA3_1_1_PATCH if ((IsObject() || IsVehicle() && (GetUp().z < -0.3f || ((CVehicle*)this)->IsBike() && (GetStatus() == STATUS_ABANDONED || GetStatus() == STATUS_WRECKED))) && #else if((IsObject() || IsVehicle() && GetUp().z < -0.3f) && #endif !bHasContacted && Abs(m_vecMoveSpeed.x) < minspeed && Abs(m_vecMoveSpeed.y) < minspeed && Abs(m_vecMoveSpeed.z) < minspeed*2.0f) e = -1.0f; else e = -(m_fElasticity + 1.0f); impulse = normalSpeed * e * GetMass(pointpos, colpoint.normal); // ApplyMoveForce vImpulse = colpoint.normal*impulse; if(IsVehicle() && (!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); // ApplyTurnForce CVector com = Multiply3x3(m_matrix, m_vecCentreOfMass); CVector turnimpulse = CrossProduct(pointpos-com, vImpulse); turnSpeed += turnimpulse*(1.0f/m_fTurnMass); return true; } } return false; } bool CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint) { CVector speedA, speedB; float normalSpeedA, normalSpeedB; CVector vOtherSpeedA, vOtherSpeedB; float fOtherSpeedA, fOtherSpeedB; float speedSum; CVector frictionDir; float impulseA, impulseB; float impulseLimit; CPhysical *A = this; if(A->bPedPhysics && B->bPedPhysics){ normalSpeedA = DotProduct(A->m_vecMoveSpeed, colpoint.normal); normalSpeedB = DotProduct(B->m_vecMoveSpeed, colpoint.normal); vOtherSpeedA = A->m_vecMoveSpeed - colpoint.normal*normalSpeedA; vOtherSpeedB = B->m_vecMoveSpeed - colpoint.normal*normalSpeedB; fOtherSpeedA = vOtherSpeedA.Magnitude(); fOtherSpeedB = vOtherSpeedB.Magnitude(); frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA); speedSum = (B->m_fMass*fOtherSpeedB + A->m_fMass*fOtherSpeedA)/(B->m_fMass + A->m_fMass); if(fOtherSpeedA > speedSum){ impulseA = (speedSum - fOtherSpeedA) * A->m_fMass; impulseB = (speedSum - fOtherSpeedB) * B->m_fMass; impulseLimit = adhesiveLimit*CTimer::GetTimeStep(); if(impulseA < -impulseLimit) impulseA = -impulseLimit; if(impulseB > impulseLimit) impulseB = impulseLimit; // BUG: game has A's clamp again here, but this can't be right A->ApplyFrictionMoveForce(frictionDir*impulseA); B->ApplyFrictionMoveForce(frictionDir*impulseB); return true; } }else if(A->bPedPhysics){ if(B->IsVehicle()) return false; CVector pointposB = colpoint.point - B->GetPosition(); speedB = B->GetSpeed(pointposB); normalSpeedA = DotProduct(A->m_vecMoveSpeed, colpoint.normal); normalSpeedB = DotProduct(speedB, colpoint.normal); vOtherSpeedA = A->m_vecMoveSpeed - colpoint.normal*normalSpeedA; vOtherSpeedB = speedB - colpoint.normal*normalSpeedB; fOtherSpeedA = vOtherSpeedA.Magnitude(); fOtherSpeedB = vOtherSpeedB.Magnitude(); frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA); float massB = B->GetMass(pointposB, frictionDir); speedSum = (massB*fOtherSpeedB + A->m_fMass*fOtherSpeedA)/(massB + A->m_fMass); if(fOtherSpeedA > speedSum){ impulseA = (speedSum - fOtherSpeedA) * A->m_fMass; impulseB = (speedSum - fOtherSpeedB) * massB; impulseLimit = adhesiveLimit*CTimer::GetTimeStep(); if(impulseA < -impulseLimit) impulseA = -impulseLimit; if(impulseB > impulseLimit) impulseB = impulseLimit; A->ApplyFrictionMoveForce(frictionDir*impulseA); B->ApplyFrictionMoveForce(frictionDir*impulseB); B->ApplyFrictionTurnForce(frictionDir*impulseB, pointposB); return true; } }else if(B->bPedPhysics){ if(A->IsVehicle()) return false; CVector pointposA = colpoint.point - A->GetPosition(); speedA = A->GetSpeed(pointposA); normalSpeedA = DotProduct(speedA, colpoint.normal); normalSpeedB = DotProduct(B->m_vecMoveSpeed, colpoint.normal); vOtherSpeedA = speedA - colpoint.normal*normalSpeedA; vOtherSpeedB = B->m_vecMoveSpeed - colpoint.normal*normalSpeedB; fOtherSpeedA = vOtherSpeedA.Magnitude(); fOtherSpeedB = vOtherSpeedB.Magnitude(); frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA); float massA = A->GetMass(pointposA, frictionDir); speedSum = (B->m_fMass*fOtherSpeedB + massA*fOtherSpeedA)/(B->m_fMass + massA); if(fOtherSpeedA > speedSum){ impulseA = (speedSum - fOtherSpeedA) * massA; impulseB = (speedSum - fOtherSpeedB) * B->m_fMass; impulseLimit = adhesiveLimit*CTimer::GetTimeStep(); if(impulseA < -impulseLimit) impulseA = -impulseLimit; if(impulseB > impulseLimit) impulseB = impulseLimit; A->ApplyFrictionMoveForce(frictionDir*impulseA); A->ApplyFrictionTurnForce(frictionDir*impulseA, pointposA); B->ApplyFrictionMoveForce(frictionDir*impulseB); return true; } }else{ CVector pointposA = colpoint.point - A->GetPosition(); CVector pointposB = colpoint.point - B->GetPosition(); speedA = A->GetSpeed(pointposA); speedB = B->GetSpeed(pointposB); normalSpeedA = DotProduct(speedA, colpoint.normal); normalSpeedB = DotProduct(speedB, colpoint.normal); vOtherSpeedA = speedA - colpoint.normal*normalSpeedA; vOtherSpeedB = speedB - colpoint.normal*normalSpeedB; fOtherSpeedA = vOtherSpeedA.Magnitude(); fOtherSpeedB = vOtherSpeedB.Magnitude(); frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA); float massA = A->GetMass(pointposA, frictionDir); float massB = B->GetMass(pointposB, frictionDir); speedSum = (massB*fOtherSpeedB + massA*fOtherSpeedA)/(massB + massA); if(fOtherSpeedA > speedSum){ impulseA = (speedSum - fOtherSpeedA) * massA; impulseB = (speedSum - fOtherSpeedB) * massB; impulseLimit = adhesiveLimit*CTimer::GetTimeStep(); if(impulseA < -impulseLimit) impulseA = -impulseLimit; if(impulseB > impulseLimit) impulseB = impulseLimit; A->ApplyFrictionMoveForce(frictionDir*impulseA); A->ApplyFrictionTurnForce(frictionDir*impulseA, pointposA); B->ApplyFrictionMoveForce(frictionDir*impulseB); B->ApplyFrictionTurnForce(frictionDir*impulseB, pointposB); return true; } } return false; } bool CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint) { CVector speed; float normalSpeed; CVector vOtherSpeed; float fOtherSpeed; CVector frictionDir; float fImpulse; float impulseLimit; if(bPedPhysics){ normalSpeed = DotProduct(m_vecMoveSpeed, colpoint.normal); vOtherSpeed = m_vecMoveSpeed - colpoint.normal*normalSpeed; fOtherSpeed = vOtherSpeed.Magnitude(); if(fOtherSpeed > 0.0f){ frictionDir = vOtherSpeed * (1.0f/fOtherSpeed); // not really impulse but speed // maybe use ApplyFrictionMoveForce instead? fImpulse = -fOtherSpeed; impulseLimit = adhesiveLimit*CTimer::GetTimeStep() / m_fMass; if(fImpulse < -impulseLimit) fImpulse = -impulseLimit; CVector vImpulse = frictionDir*fImpulse; m_vecMoveFriction += CVector(vImpulse.x, vImpulse.y, 0.0f); return true; } }else{ CVector pointpos = colpoint.point - GetPosition(); speed = GetSpeed(pointpos); normalSpeed = DotProduct(speed, colpoint.normal); vOtherSpeed = speed - colpoint.normal*normalSpeed; fOtherSpeed = vOtherSpeed.Magnitude(); if(fOtherSpeed > 0.0f){ frictionDir = vOtherSpeed * (1.0f/fOtherSpeed); fImpulse = -fOtherSpeed * m_fMass; impulseLimit = adhesiveLimit*CTimer::GetTimeStep() * 1.5f; if(fImpulse < -impulseLimit) fImpulse = -impulseLimit; ApplyFrictionMoveForce(frictionDir*fImpulse); ApplyFrictionTurnForce(frictionDir*fImpulse, pointpos); if(fOtherSpeed > 0.1f && colpoint.surfaceB != SURFACE_2 && colpoint.surfaceB != SURFACE_4 && CSurfaceTable::GetAdhesionGroup(colpoint.surfaceA) == ADHESIVE_HARD){ CVector v = frictionDir * fOtherSpeed * 0.25f; for(int i = 0; i < 4; i++) CParticle::AddParticle(PARTICLE_SPARK_SMALL, colpoint.point, v); } return true; } } return false; } bool CPhysical::ProcessShiftSectorList(CPtrList *lists) { int i, j; CPtrList *list; CPtrNode *node; CPhysical *A, *B; CObject *Bobj; bool canshift; CVector center; float radius; int numCollisions; int mostColliding; CColPoint colpoints[MAX_COLLISION_POINTS]; CVector shift = { 0.0f, 0.0f, 0.0f }; bool doShift = false; CEntity *boat = nil; bool skipShift; A = this; A->GetBoundCentre(center); radius = A->GetBoundRadius(); for(i = 0; i <= ENTITYLIST_PEDS_OVERLAP; i++){ list = &lists[i]; for(node = list->first; node; node = node->next){ B = (CPhysical*)node->item; Bobj = (CObject*)B; skipShift = false; if(B->IsBuilding() || B->IsObject() && B->bInfiniteMass) canshift = true; else canshift = A->IsPed() && B->IsObject() && B->bInfiniteMass && !Bobj->bHasBeenDamaged; if(B == A || B->m_scanCode == CWorld::GetCurrentScanCode() || !B->bUsesCollision || (A->bHasHitWall && !canshift) || !B->GetIsTouching(center, radius)) continue; // This could perhaps be done a bit nicer if(B->IsBuilding()) skipShift = false; else if(IsTrafficLight(A->GetModelIndex()) && (B->IsVehicle() || B->IsPed()) && A->GetUp().z < 0.66f) skipShift = true; else if((A->IsVehicle() || A->IsPed()) && B->GetUp().z < 0.66f && IsTrafficLight(B->GetModelIndex())) skipShift = true; // TODO: maybe flip some ifs here else if(A->IsObject() && B->IsVehicle()){ CObject *Aobj = (CObject*)A; if(Aobj->ObjectCreatedBy != TEMP_OBJECT && !Aobj->bHasBeenDamaged && Aobj->bIsStatic){ if(Aobj->m_pCollidingEntity == B) Aobj->m_pCollidingEntity = nil; }else if(Aobj->m_pCollidingEntity != B){ CMatrix inv; CVector size = CModelInfo::GetModelInfo(A->GetModelIndex())->GetColModel()->boundingBox.GetSize(); size = A->GetMatrix() * size; if(size.z < B->GetPosition().z || (Invert(B->GetMatrix(), inv) * size).z < 0.0f){ skipShift = true; Aobj->m_pCollidingEntity = B; } } }else if(B->IsObject() && A->IsVehicle()){ CObject *Bobj = (CObject*)B; if(Bobj->ObjectCreatedBy != TEMP_OBJECT && !Bobj->bHasBeenDamaged && Bobj->bIsStatic){ if(Bobj->m_pCollidingEntity == A) Bobj->m_pCollidingEntity = nil; }else if(Bobj->m_pCollidingEntity != A){ CMatrix inv; CVector size = CModelInfo::GetModelInfo(B->GetModelIndex())->GetColModel()->boundingBox.GetSize(); size = B->GetMatrix() * size; if(size.z < A->GetPosition().z || (Invert(A->GetMatrix(), inv) * size).z < 0.0f) skipShift = true; } }else if(IsBodyPart(A->GetModelIndex()) && B->IsPed()) skipShift = true; else if(A->IsPed() && IsBodyPart(B->GetModelIndex())) skipShift = true; else if(A->IsPed() && ((CPed*)A)->m_pCollidingEntity == B || B->IsPed() && ((CPed*)B)->m_pCollidingEntity == A || A->GetModelIndex() == MI_RCBANDIT && B->IsVehicle() || B->GetModelIndex() == MI_RCBANDIT && (A->IsPed() || A->IsVehicle())) skipShift = true; if(skipShift) continue; B->m_scanCode = CWorld::GetCurrentScanCode(); numCollisions = A->ProcessEntityCollision(B, colpoints); if(numCollisions <= 0) continue; mostColliding = 0; for(j = 1; j < numCollisions; j++) if(colpoints[j].depth > colpoints[mostColliding].depth) mostColliding = j; if(CWorld::bSecondShift) for(j = 0; j < numCollisions; j++) shift += colpoints[j].normal * colpoints[j].depth * 1.5f/numCollisions; else for(j = 0; j < numCollisions; j++) shift += colpoints[j].normal * colpoints[j].depth * 1.2f/numCollisions; if(A->IsVehicle() && B->IsVehicle()){ CVector dir = A->GetPosition() - B->GetPosition(); dir.Normalise(); if(dir.z < 0.0f && dir.z < A->GetForward().z && dir.z < A->GetRight().z) dir.z = Min(0.0f, Min(A->GetForward().z, A->GetRight().z)); shift += dir * colpoints[mostColliding].depth * 0.5f; }else if(A->IsPed() && B->IsVehicle() && ((CVehicle*)B)->IsBoat()){ CVector dir = colpoints[mostColliding].normal; float f = Min(Abs(dir.z), 0.9f); dir.z = 0.0f; dir.Normalise(); shift += dir * colpoints[mostColliding].depth / (1.0f - f); boat = B; }else if(B->IsPed() && A->IsVehicle() && ((CVehicle*)A)->IsBoat()){ CVector dir = colpoints[mostColliding].normal * -1.0f; float f = Min(Abs(dir.z), 0.9f); dir.z = 0.0f; dir.Normalise(); B->GetMatrix().Translate(dir * colpoints[mostColliding].depth / (1.0f - f)); // BUG? how can that ever happen? A is a Ped if(B->IsVehicle()) B->ProcessEntityCollision(A, colpoints); }else{ if(CWorld::bSecondShift) shift += colpoints[mostColliding].normal * colpoints[mostColliding].depth * 0.4f; else shift += colpoints[mostColliding].normal * colpoints[mostColliding].depth * 0.2f; } doShift = true; } } if(!doShift) return false; GetMatrix().Translate(shift); if(boat) ProcessEntityCollision(boat, colpoints); return true; } bool CPhysical::ProcessCollisionSectorList_SimpleCar(CPtrList *lists) { static CColPoint aColPoints[MAX_COLLISION_POINTS]; float radius; CVector center; int listtype; CPhysical *A, *B; int numCollisions; int i; float impulseA = -1.0f; float impulseB = -1.0f; A = (CPhysical*)this; 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->m_scanCode != CWorld::GetCurrentScanCode() && B->bUsesCollision && B->GetIsTouching(center, radius)){ B->m_scanCode = CWorld::GetCurrentScanCode(); numCollisions = A->ProcessEntityCollision(B, aColPoints); if(numCollisions > 0) goto collision; } } } // no collision return false; collision: if(A->bHasContacted && B->bHasContacted){ for(i = 0; i < numCollisions; i++){ if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB)) continue; if(impulseA > A->m_fDamageImpulse) A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal); if(impulseB > B->m_fDamageImpulse) B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal); float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr(); float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr(); DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, Max(turnSpeedDiff, moveSpeedDiff)); } }else if(A->bHasContacted){ CVector savedMoveFriction = A->m_vecMoveFriction; CVector savedTurnFriction = A->m_vecTurnFriction; A->m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f); A->m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f); A->bHasContacted = false; for(i = 0; i < numCollisions; i++){ if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB)) continue; if(impulseA > A->m_fDamageImpulse) A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal); if(impulseB > B->m_fDamageImpulse) B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal); float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr(); float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr(); DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, Max(turnSpeedDiff, moveSpeedDiff)); if(A->ApplyFriction(B, CSurfaceTable::GetAdhesiveLimit(aColPoints[i])/numCollisions, aColPoints[i])){ A->bHasContacted = true; B->bHasContacted = true; } } if(!A->bHasContacted){ A->bHasContacted = true; A->m_vecMoveFriction = savedMoveFriction; A->m_vecTurnFriction = savedTurnFriction; } }else if(B->bHasContacted){ CVector savedMoveFriction = B->m_vecMoveFriction; CVector savedTurnFriction = B->m_vecTurnFriction; B->m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f); B->m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f); B->bHasContacted = false; for(i = 0; i < numCollisions; i++){ if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB)) continue; if(impulseA > A->m_fDamageImpulse) A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal); if(impulseB > B->m_fDamageImpulse) B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal); float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr(); float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr(); DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, Max(turnSpeedDiff, moveSpeedDiff)); if(A->ApplyFriction(B, CSurfaceTable::GetAdhesiveLimit(aColPoints[i])/numCollisions, aColPoints[i])){ A->bHasContacted = true; B->bHasContacted = true; } } if(!B->bHasContacted){ B->bHasContacted = true; B->m_vecMoveFriction = savedMoveFriction; B->m_vecTurnFriction = savedTurnFriction; } }else{ for(i = 0; i < numCollisions; i++){ if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB)) continue; if(impulseA > A->m_fDamageImpulse) A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal); if(impulseB > B->m_fDamageImpulse) B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal); float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr(); float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr(); DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, Max(turnSpeedDiff, moveSpeedDiff)); if(A->ApplyFriction(B, CSurfaceTable::GetAdhesiveLimit(aColPoints[i])/numCollisions, aColPoints[i])){ A->bHasContacted = true; B->bHasContacted = true; } } } if(B->GetStatus() == STATUS_SIMPLE){ B->SetStatus(STATUS_PHYSICS); if(B->IsVehicle()) CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)B); } return true; } bool CPhysical::ProcessCollisionSectorList(CPtrList *lists) { static CColPoint aColPoints[MAX_COLLISION_POINTS]; float radius; CVector center; CPtrList *list; CPhysical *A, *B; CObject *Aobj, *Bobj; CPed *Aped, *Bped; int numCollisions; int numResponses; int i, j; bool skipCollision, altcollision; float impulseA = -1.0f; float impulseB = -1.0f; A = (CPhysical*)this; Aobj = (CObject*)A; Aped = (CPed*)A; radius = A->GetBoundRadius(); A->GetBoundCentre(center); for(j = 0; j <= ENTITYLIST_PEDS_OVERLAP; j++){ list = &lists[j]; CPtrNode *listnode; for(listnode = list->first; listnode; listnode = listnode->next){ B = (CPhysical*)listnode->item; Bobj = (CObject*)B; Bped = (CPed*)B; bool isTouching = true; if(B == A || B->m_scanCode == CWorld::GetCurrentScanCode() || !B->bUsesCollision || !(isTouching = B->GetIsTouching(center, radius))){ if(!isTouching){ if(A->IsObject() && Aobj->m_pCollidingEntity == B) Aobj->m_pCollidingEntity = nil; else if(B->IsObject() && Bobj->m_pCollidingEntity == A) Bobj->m_pCollidingEntity = nil; else if(A->IsPed() && Aped->m_pCollidingEntity == B) Aped->m_pCollidingEntity = nil; else if(B->IsPed() && Bped->m_pCollidingEntity == A) Bped->m_pCollidingEntity = nil; } continue; } A->bSkipLineCol = false; skipCollision = false; altcollision = false; if(B->IsBuilding()) skipCollision = false; else if(IsTrafficLight(A->GetModelIndex()) && (B->IsVehicle() || B->IsPed()) && A->GetUp().z < 0.66f){ skipCollision = true; A->bSkipLineCol = true; Aobj->m_pCollidingEntity = B; }else if((A->IsVehicle() || A->IsPed()) && B->GetUp().z < 0.66f && IsTrafficLight(B->GetModelIndex())){ skipCollision = true; A->bSkipLineCol = true; Bobj->m_pCollidingEntity = A; }else if(A->IsObject() && B->IsVehicle()){ if(A->GetModelIndex() == MI_CAR_BUMPER || A->GetModelIndex() == MI_FILES) skipCollision = true; else if(Aobj->ObjectCreatedBy == TEMP_OBJECT || Aobj->bHasBeenDamaged || !Aobj->bIsStatic){ if(Aobj->m_pCollidingEntity == B) skipCollision = true; else{ CMatrix inv; CVector size = CModelInfo::GetModelInfo(A->GetModelIndex())->GetColModel()->boundingBox.GetSize(); size = A->GetMatrix() * size; if(size.z < B->GetPosition().z || (Invert(B->GetMatrix(), inv) * size).z < 0.0f){ skipCollision = true; Aobj->m_pCollidingEntity = B; } } } }else if(B->IsObject() && A->IsVehicle()){ if(B->GetModelIndex() == MI_CAR_BUMPER || B->GetModelIndex() == MI_FILES) skipCollision = true; else if(Bobj->ObjectCreatedBy == TEMP_OBJECT || Bobj->bHasBeenDamaged || !Bobj->bIsStatic){ if(Bobj->m_pCollidingEntity == A) skipCollision = true; else{ CMatrix inv; CVector size = CModelInfo::GetModelInfo(B->GetModelIndex())->GetColModel()->boundingBox.GetSize(); size = B->GetMatrix() * size; if(size.z < A->GetPosition().z || (Invert(A->GetMatrix(), inv) * size).z < 0.0f){ skipCollision = true; } } } }else if(IsBodyPart(A->GetModelIndex()) && B->IsPed()){ skipCollision = true; }else if(A->IsPed() && IsBodyPart(B->GetModelIndex())){ skipCollision = true; A->bSkipLineCol = true; }else if(A->IsPed() && Aped->m_pCollidingEntity == B){ skipCollision = true; if(!Aped->bKnockedUpIntoAir) A->bSkipLineCol = true; }else if(B->IsPed() && Bped->m_pCollidingEntity == A){ skipCollision = true; A->bSkipLineCol = true; }else if(A->GetModelIndex() == MI_RCBANDIT && (B->IsPed() || B->IsVehicle()) || B->GetModelIndex() == MI_RCBANDIT && (A->IsPed() || A->IsVehicle())){ skipCollision = true; A->bSkipLineCol = true; }else if(A->IsPed() && B->IsObject() && Bobj->m_fUprootLimit > 0.0f) altcollision = true; if(!A->bUsesCollision || skipCollision){ B->m_scanCode = CWorld::GetCurrentScanCode(); A->ProcessEntityCollision(B, aColPoints); }else if(B->IsBuilding() || B->bIsStuck || B->bInfiniteMass || altcollision){ // This is the case where B doesn't move B->m_scanCode = CWorld::GetCurrentScanCode(); numCollisions = A->ProcessEntityCollision(B, aColPoints); if(numCollisions <= 0) continue; CVector moveSpeed = { 0.0f, 0.0f, 0.0f }; CVector turnSpeed = { 0.0f, 0.0f, 0.0f }; numResponses = 0; if(A->bHasContacted){ for(i = 0; i < numCollisions; i++){ if(!A->ApplyCollisionAlt(B, aColPoints[i], impulseA, moveSpeed, turnSpeed)) continue; numResponses++; if(impulseA > A->m_fDamageImpulse) A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal); float imp = impulseA; if(A->IsVehicle() && A->GetUp().z < -0.6f && Abs(A->m_vecMoveSpeed.x) < 0.05f && Abs(A->m_vecMoveSpeed.y) < 0.05f) imp *= 0.1f; float turnSpeedDiff = A->m_vecTurnSpeed.MagnitudeSqr(); float moveSpeedDiff = A->m_vecMoveSpeed.MagnitudeSqr(); DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, imp, Max(turnSpeedDiff, moveSpeedDiff)); } }else{ for(i = 0; i < numCollisions; i++){ if(!A->ApplyCollisionAlt(B, aColPoints[i], impulseA, moveSpeed, turnSpeed)) continue; numResponses++; if(impulseA > A->m_fDamageImpulse) A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal); float imp = impulseA; if(A->IsVehicle() && A->GetUp().z < -0.6f && Abs(A->m_vecMoveSpeed.x) < 0.05f && Abs(A->m_vecMoveSpeed.y) < 0.05f) imp *= 0.1f; float turnSpeedDiff = A->m_vecTurnSpeed.MagnitudeSqr(); float moveSpeedDiff = A->m_vecMoveSpeed.MagnitudeSqr(); DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, imp, Max(turnSpeedDiff, moveSpeedDiff)); float adhesion = CSurfaceTable::GetAdhesiveLimit(aColPoints[i]) / numCollisions; if(A->GetModelIndex() == MI_RCBANDIT) adhesion *= 0.2f; else if(IsBoatModel(A->GetModelIndex())){ if(aColPoints[i].normal.z > 0.6f){ if(CSurfaceTable::GetAdhesionGroup(aColPoints[i].surfaceB) == ADHESIVE_LOOSE) adhesion *= 3.0f; }else adhesion = 0.0f; }else if(A->IsVehicle()){ 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); } if(A->ApplyFriction(adhesion, aColPoints[i])) A->bHasContacted = true; } } if(numResponses){ m_vecMoveSpeed += moveSpeed / numResponses; m_vecTurnSpeed += turnSpeed / numResponses; if(!CWorld::bNoMoreCollisionTorque && A->GetStatus() == STATUS_PLAYER && A->IsVehicle() && Abs(A->m_vecMoveSpeed.x) > 0.2f && Abs(A->m_vecMoveSpeed.y) > 0.2f){ A->m_vecMoveFriction.x += moveSpeed.x * -0.3f / numCollisions; A->m_vecMoveFriction.y += moveSpeed.y * -0.3f / numCollisions; A->m_vecTurnFriction += turnSpeed * -0.3f / numCollisions; } return 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() > 0.0025f)) 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()){ if(Bobj->m_nCollisionDamageEffect && maxImpulseB > 20.0f) Bobj->ObjectDamage(maxImpulseB); }else if(A->IsObject() && A->bUsesCollision && B->IsVehicle()){ // BUG? not impulseA? if(Aobj->m_nCollisionDamageEffect && maxImpulseB > 20.0f) Aobj->ObjectDamage(maxImpulseB); } if(B->GetStatus() == STATUS_SIMPLE){ B->SetStatus(STATUS_PHYSICS); if(B->IsVehicle()) CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)B); } return true; } } } return false; } 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; } void CPhysical::ProcessShift(void) { m_fDistanceTravelled = 0.0f; if(GetStatus() == STATUS_SIMPLE){ bIsStuck = false; bIsInSafePosition = true; RemoveAndAdd(); }else{ CMatrix matrix(GetMatrix()); ApplyMoveSpeed(); ApplyTurnSpeed(); GetMatrix().Reorthogonalise(); CWorld::AdvanceCurrentScanCode(); if(IsVehicle()) m_bIsVehicleBeingShifted = true; CEntryInfoNode *node; bool hasshifted = false; // whatever that means... for(node = m_entryInfoList.first; node; node = node->next) hasshifted |= ProcessShiftSectorList(node->sector->m_lists); m_bIsVehicleBeingShifted = false; if(hasshifted){ CWorld::AdvanceCurrentScanCode(); for(node = m_entryInfoList.first; node; node = node->next) if(ProcessCollisionSectorList(node->sector->m_lists)){ 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))) void CPhysical::ProcessCollision(void) { int i; CPed *ped = (CPed*)this; m_fDistanceTravelled = 0.0f; m_bIsVehicleBeingShifted = false; bSkipLineCol = false; if(!bUsesCollision){ bIsStuck = false; bIsInSafePosition = true; RemoveAndAdd(); return; } if(GetStatus() == STATUS_SIMPLE){ if(CheckCollision_SimpleCar() && GetStatus() == STATUS_SIMPLE){ SetStatus(STATUS_PHYSICS); if(IsVehicle()) CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)this); } bIsStuck = false; bIsInSafePosition = true; RemoveAndAdd(); return; } // Save current state CMatrix savedMatrix(GetMatrix()); float 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 = GetDistanceSq(); if(IsPed() && (distSq >= sq(0.2f) || ped->IsPlayer())){ if(ped->IsPlayer()) n = Max(NUMSTEPS(0.2f), 2.0f); else n = NUMSTEPS(0.3f); step = savedTimeStep / n; }else if(IsVehicle() && distSq >= sq(0.4f)){ if(GetStatus() == STATUS_PLAYER) n = NUMSTEPS(0.2f); else n = distSq > 0.32f ? NUMSTEPS(0.3f) : NUMSTEPS(0.4f); step = savedTimeStep / n; }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 }; speedUp.z = GetBoundRadius(); speedDown.z = -speedUp.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); 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){ assert(0 && "TODO - but unused"); } } } ApplyMoveSpeed(); ApplyTurnSpeed(); GetMatrix().Reorthogonalise(); m_bIsVehicleBeingShifted = false; bSkipLineCol = false; if(!m_vecMoveSpeed.IsZero() || !m_vecTurnSpeed.IsZero() || bHitByTrain || GetStatus() == STATUS_PLAYER || IsPed() && ped->IsPlayer()){ if(IsVehicle()) ((CVehicle*)this)->bVehicleColProcessed = true; if(CheckCollision()){ GetMatrix() = savedMatrix; return; } } bHitByTrain = false; m_fDistanceTravelled = (GetPosition() - savedMatrix.GetPosition()).Magnitude(); bSkipLineCol = false; bIsStuck = false; bIsInSafePosition = true; RemoveAndAdd(); }