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author | aap <aap@papnet.eu> | 2019-07-10 17:18:26 +0200 |
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committer | aap <aap@papnet.eu> | 2019-07-10 17:18:26 +0200 |
commit | 4a36d64f15f898854bb8a76be86ac9a8c536b291 (patch) | |
tree | 2ff1344fb2f1e9859ba15cd56c461d40683359f9 /src/entities/Physical.cpp | |
parent | Merge pull request #128 from erorcun/erorcun (diff) | |
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Diffstat (limited to 'src/entities/Physical.cpp')
-rw-r--r-- | src/entities/Physical.cpp | 32 |
1 files changed, 16 insertions, 16 deletions
diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp index 9cabb28b..55ed5380 100644 --- a/src/entities/Physical.cpp +++ b/src/entities/Physical.cpp @@ -476,7 +476,7 @@ CPhysical::ApplySpringDampening(float damping, CVector &springDir, CVector &poin // what is this? float a = m_fTurnMass / ((point.MagnitudeSqr() + 1.0f) * 2.0f * m_fMass); a = min(a, 1.0f); - float b = fabs(impulse / (speedB * m_fMass)); + float b = Abs(impulse / (speedB * m_fMass)); if(a < b) impulse *= a/b; @@ -505,11 +505,11 @@ void CPhysical::ApplyAirResistance(void) { if(m_fAirResistance > 0.1f){ - float f = powf(m_fAirResistance, CTimer::GetTimeStep()); + float f = Pow(m_fAirResistance, CTimer::GetTimeStep()); m_vecMoveSpeed *= f; m_vecTurnSpeed *= f; }else{ - float f = powf(1.0f/(m_fAirResistance*0.5f*m_vecMoveSpeed.MagnitudeSqr() + 1.0f), CTimer::GetTimeStep()); + float f = Pow(1.0f/(m_fAirResistance*0.5f*m_vecMoveSpeed.MagnitudeSqr() + 1.0f), CTimer::GetTimeStep()); m_vecMoveSpeed *= f; m_vecTurnSpeed *= 0.99f; } @@ -719,7 +719,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl if(!B->bInfiniteMass){ if(fB.z < 0.0f){ fB.z = 0.0f; - if(fabs(speedA) < 0.01f) + if(Abs(speedA) < 0.01f) fB *= 0.5f; } if(ispedcontactA){ @@ -815,9 +815,9 @@ CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CV float minspeed = 0.0104f * CTimer::GetTimeStep(); if((IsObject() || IsVehicle() && GetUp().z < -0.3f) && !bHasContacted && - fabs(m_vecMoveSpeed.x) < minspeed && - fabs(m_vecMoveSpeed.y) < minspeed && - fabs(m_vecMoveSpeed.z) < minspeed*2.0f) + 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); @@ -1150,14 +1150,14 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists) shift += dir * colpoints[mostColliding].depth * 0.5f; }else if(A->IsPed() && B->IsVehicle() && ((CVehicle*)B)->IsBoat()){ CVector dir = colpoints[mostColliding].normal; - float f = min(fabs(dir.z), 0.9f); + 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(fabs(dir.z), 0.9f); + float f = min(Abs(dir.z), 0.9f); dir.z = 0.0f; dir.Normalise(); B->GetPosition() += dir * colpoints[mostColliding].depth / (1.0f - f); @@ -1498,8 +1498,8 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists) float imp = impulseA; if(A->IsVehicle() && A->GetUp().z < -0.6f && - fabs(A->m_vecMoveSpeed.x) < 0.05f && - fabs(A->m_vecMoveSpeed.y) < 0.05f) + Abs(A->m_vecMoveSpeed.x) < 0.05f && + Abs(A->m_vecMoveSpeed.y) < 0.05f) imp *= 0.1f; float turnSpeedDiff = A->m_vecTurnSpeed.MagnitudeSqr(); @@ -1519,8 +1519,8 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists) float imp = impulseA; if(A->IsVehicle() && A->GetUp().z < -0.6f && - fabs(A->m_vecMoveSpeed.x) < 0.05f && - fabs(A->m_vecMoveSpeed.y) < 0.05f) + Abs(A->m_vecMoveSpeed.x) < 0.05f && + Abs(A->m_vecMoveSpeed.y) < 0.05f) imp *= 0.1f; float turnSpeedDiff = A->m_vecTurnSpeed.MagnitudeSqr(); @@ -1557,8 +1557,8 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists) m_vecTurnSpeed += turnSpeed / numResponses; if(!CWorld::bNoMoreCollisionTorque && A->m_status == STATUS_PLAYER && A->IsVehicle() && - fabs(A->m_vecMoveSpeed.x) > 0.2f && - fabs(A->m_vecMoveSpeed.y) > 0.2f){ + 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; @@ -1789,7 +1789,7 @@ CPhysical::ProcessShift(void) } // x is the number of units (m) we would like to step -#define NUMSTEPS(x) ceil(sqrt(distSq) * (1.0f/(x))) +#define NUMSTEPS(x) ceil(Sqrt(distSq) * (1.0f/(x))) void CPhysical::ProcessCollision(void) |