1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
|
#pragma once
#include "Lists.h"
#include "Timer.h"
#include "Entity.h"
enum {
PHYSICAL_MAX_COLLISIONRECORDS = 6
};
class CTreadable;
class CPhysical : public CEntity
{
public:
// The not properly indented fields haven't been checked properly yet
int32 m_audioEntityId;
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 m_fBuoyancy;
CVector m_vecCentreOfMass;
CEntryInfoList m_entryInfoList;
CPtrNode *m_movingListNode;
char field_EC;
uint8 m_nStaticFrames;
uint8 m_nCollisionRecords;
bool field_EF;
CEntity *m_aCollisionRecords[PHYSICAL_MAX_COLLISIONRECORDS];
float m_fDistanceTravelled;
// damaged piece
float m_fDamageImpulse;
CEntity *m_pDamageEntity;
CVector m_vecDamageNormal;
int16 m_nDamagePieceType;
uint8 bIsHeavy : 1;
uint8 bAffectedByGravity : 1;
uint8 bInfiniteMass : 1;
uint8 bIsInWater : 1;
uint8 m_phy_flagA10 : 1;
uint8 m_phy_flagA20 : 1;
uint8 bHitByTrain : 1; // from nick
uint8 m_phy_flagA80 : 1;
uint8 m_nLastCollType;
uint8 m_nZoneLevel;
CPhysical(void);
~CPhysical(void);
// from CEntity
void Add(void);
void Remove(void);
CRect GetBoundRect(void);
void ProcessControl(void);
void ProcessShift(void);
void ProcessCollision(void);
virtual int32 ProcessEntityCollision(CEntity *ent, CColPoint *point);
void RemoveAndAdd(void);
void AddToMovingList(void);
void RemoveFromMovingList(void);
void SetDamagedPieceRecord(uint16 piece, float impulse, CEntity *entity, CVector dir);
void AddCollisionRecord(CEntity *ent);
void AddCollisionRecord_Treadable(CEntity *ent);
bool GetHasCollidedWith(CEntity *ent);
void RemoveRefsToEntity(CEntity *ent);
static void PlacePhysicalRelativeToOtherPhysical(CPhysical *other, CPhysical *phys, CVector localPos);
float GetDistanceSq(void) { return m_vecMoveSpeed.MagnitudeSqr() * sq(CTimer::GetTimeStep()); }
// 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;
}
const CVector &GetMoveSpeed() { return m_vecMoveSpeed; }
const CVector &GetTurnSpeed() { return m_vecTurnSpeed; }
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); }
// j(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 px, float py, float pz);
// j 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); }
// springRatio: 1.0 fully extended, 0.0 fully compressed
bool ApplySpringCollision(float springConst, CVector &springDir, CVector &point, float springRatio, float bias);
bool ApplySpringDampening(float damping, CVector &springDir, CVector &point, CVector &speed);
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);
bool ProcessShiftSectorList(CPtrList *ptrlists);
bool ProcessCollisionSectorList_SimpleCar(CPtrList *lists);
bool ProcessCollisionSectorList(CPtrList *lists);
bool CheckCollision(void);
bool CheckCollision_SimpleCar(void);
};
static_assert(sizeof(CPhysical) == 0x128, "CPhysical: error");
|