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#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);
virtual int32 ProcessEntityCollision(CEntity *ent, CColPoint *point);
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);
bool ProcessShiftSectorList(CPtrList *ptrlists);
// 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");
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