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-rw-r--r--src/entities/Physical.cpp112
1 files changed, 62 insertions, 50 deletions
diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp
index 64358cbf..e89b4858 100644
--- a/src/entities/Physical.cpp
+++ b/src/entities/Physical.cpp
@@ -21,6 +21,10 @@ 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);
@@ -45,9 +49,9 @@ CPhysical::CPhysical(void)
bUsesCollision = true;
m_audioEntityId = -5;
- unk1 = 100.0f;
+ m_phys_unused1 = 100.0f;
m_vecCentreOfMass = CVector(0.0f, 0.0f, 0.0f);
- field_EC = 0;
+ m_phys_unused2 = 0;
bIsHeavy = false;
bAffectedByGravity = true;
@@ -63,6 +67,9 @@ CPhysical::CPhysical(void)
m_phy_flagA10 = false;
m_phy_flagA20 = false;
+#ifdef FIX_BUGS
+ m_nSurfaceTouched = SURFACE_DEFAULT;
+#endif
m_nZoneLevel = LEVEL_NONE;
}
@@ -527,26 +534,26 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
bool ispedcontactA = false;
bool ispedcontactB = false;
- float timestepA;
+ float massFactorA;
if(B->bPedPhysics){
- timestepA = 10.0f;
+ massFactorA = 10.0f;
if(B->IsPed() && ((CPed*)B)->m_pCurrentPhysSurface == A)
ispedcontactA = true;
}else
- timestepA = A->bIsHeavy ? 2.0f : 1.0f;
+ massFactorA = A->bIsHeavy ? 2.0f : 1.0f;
- float timestepB;
+ float massFactorB;
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;
+ massFactorB = 2200.0f / B->m_fMass;
else
- timestepB = 10.0f;
+ massFactorB = 10.0f;
if(A->IsPed() && ((CPed*)A)->m_pCurrentPhysSurface == B)
ispedcontactB = true;
}else
- timestepB = B->bIsHeavy ? 2.0f : 1.0f;
+ massFactorB = B->bIsHeavy ? 2.0f : 1.0f;
float speedA, speedB;
if(B->IsStatic()){
@@ -646,14 +653,17 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
// 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));
+ speedB = DotProduct(B->m_vecMoveSpeed, colpoint.normal);
+ float speedSum = 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(speedA < speedSum){
+ if(A->bHasHitWall)
+ eA = speedSum;
+ else
+ eA = speedSum - (speedA - speedSum) * (A->m_fElasticity+B->m_fElasticity)/2.0f;
+ impulseA = (eA-speedA) * A->m_fMass * massFactorA;
if(!A->bInfiniteMass)
- A->ApplyMoveForce(colpoint.normal*(impulseA/timestepA));
+ A->ApplyMoveForce(colpoint.normal*(impulseA/massFactorA));
return true;
}
}else if(A->bPedPhysics){
@@ -661,9 +671,9 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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);
+ float mA = A->m_fMass*massFactorA;
+ float mB = B->GetMassTweak(pointposB, colpoint.normal, massFactorB);
+ float speedSum = (mB*speedB + mA*speedA)/(mA + mB);
if(speedA < speedSum){
if(A->bHasHitWall)
eA = speedSum;
@@ -673,10 +683,10 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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);
+ 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){
@@ -696,9 +706,9 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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);
+ float mA = A->GetMassTweak(pointposA, 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;
@@ -708,10 +718,10 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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);
+ 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);
@@ -736,9 +746,9 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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);
+ float mA = A->GetMassTweak(pointposA, colpoint.normal, massFactorA);
+ float mB = B->GetMassTweak(pointposB, colpoint.normal, massFactorB);
+ float speedSum = (mB*speedB + mA*speedA)/(mA + mB);
if(speedA < speedSum){
if(A->bHasHitWall)
eA = speedSum;
@@ -748,10 +758,10 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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);
+ 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;
@@ -767,7 +777,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
if(B->IsVehicle() && !B->bHasHitWall){
fB.x *= 1.4f;
fB.y *= 1.4f;
- if(colpoint.normal.z < 0.7f)
+ if(-colpoint.normal.z < 0.7f)
fB.z *= 0.3f;
if(B->GetStatus() == STATUS_PLAYER)
pointposB *= 0.8f;
@@ -813,7 +823,7 @@ CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CV
speed = GetSpeed(pointpos);
normalSpeed = DotProduct(speed, colpoint.normal);
if(normalSpeed < 0.0f){
- float minspeed = 0.0104f * CTimer::GetTimeStep();
+ float minspeed = 1.3f*GRAVITY * CTimer::GetTimeStep();
#ifdef GTA3_1_1_PATCH
if ((IsObject() || IsVehicle() && (GetUp().z < -0.3f || ((CVehicle*)this)->IsBike() && (GetStatus() == STATUS_ABANDONED || GetStatus() == STATUS_WRECKED))) &&
#else
@@ -1015,7 +1025,7 @@ CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint)
ApplyFrictionTurnForce(frictionDir*fImpulse, pointpos);
if(fOtherSpeed > 0.1f &&
- colpoint.surfaceB != SURFACE_2 && colpoint.surfaceB != SURFACE_4 &&
+ 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++)
@@ -1064,7 +1074,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
canshift = true;
else
canshift = A->IsPed() &&
- B->IsObject() && B->bInfiniteMass && !Bobj->bHasBeenDamaged;
+ B->IsObject() && B->bIsStatic && !Bobj->bHasBeenDamaged;
if(B == A ||
B->m_scanCode == CWorld::GetCurrentScanCode() ||
!B->bUsesCollision ||
@@ -1076,15 +1086,14 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
if(B->IsBuilding())
skipShift = false;
- else if(IsTrafficLight(A->GetModelIndex()) &&
+ else if(IsStreetLight(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()))
+ IsStreetLight(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 &&
@@ -1407,7 +1416,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
if(B->IsBuilding())
skipCollision = false;
- else if(IsTrafficLight(A->GetModelIndex()) &&
+ else if(IsStreetLight(A->GetModelIndex()) &&
(B->IsVehicle() || B->IsPed()) &&
A->GetUp().z < 0.66f){
skipCollision = true;
@@ -1415,7 +1424,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
Aobj->m_pCollidingEntity = B;
}else if((A->IsVehicle() || A->IsPed()) &&
B->GetUp().z < 0.66f &&
- IsTrafficLight(B->GetModelIndex())){
+ IsStreetLight(B->GetModelIndex())){
skipCollision = true;
A->bSkipLineCol = true;
Bobj->m_pCollidingEntity = A;
@@ -1699,16 +1708,16 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
}
if(B->IsPed() && A->IsVehicle() &&
- (!Bped->IsPlayer() || B->bHasHitWall && A->m_vecMoveSpeed.MagnitudeSqr() > 0.0025f))
+ (!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(A->IsObject() && A->bUsesCollision && B->IsVehicle()){
- // BUG? not impulseA?
if(Aobj->m_nCollisionDamageEffect && maxImpulseB > 20.0f)
Aobj->ObjectDamage(maxImpulseB);
}
@@ -1774,7 +1783,7 @@ CPhysical::ProcessShift(void)
m_bIsVehicleBeingShifted = true;
CEntryInfoNode *node;
- bool hasshifted = false; // whatever that means...
+ bool hasshifted = false;
for(node = m_entryInfoList.first; node; node = node->next)
hasshifted |= ProcessShiftSectorList(node->sector->m_lists);
m_bIsVehicleBeingShifted = false;
@@ -1831,7 +1840,7 @@ CPhysical::ProcessCollision(void)
int8 n = 1; // The number of steps we divide the time step into
float step = 0.0f; // divided time step
- float distSq = GetDistanceSq();
+ float distSq = m_vecMoveSpeed.MagnitudeSqr() * sq(CTimer::GetTimeStep());
if(IsPed() && (distSq >= sq(0.2f) || ped->IsPlayer())){
if(ped->IsPlayer())
@@ -1920,8 +1929,11 @@ CPhysical::ProcessCollision(void)
bSkipLineCol = false;
if(!m_vecMoveSpeed.IsZero() ||
!m_vecTurnSpeed.IsZero() ||
+#ifdef GTA_TRAIN
bHitByTrain ||
- GetStatus() == STATUS_PLAYER || IsPed() && ped->IsPlayer()){
+#endif
+ GetStatus() == STATUS_PLAYER ||
+ IsPed() && ped->IsPlayer()){
if(IsVehicle())
((CVehicle*)this)->bVehicleColProcessed = true;
if(CheckCollision()){