From c4f9b9573f1535d3297946fbb5c73393594ffa24 Mon Sep 17 00:00:00 2001 From: aap Date: Sun, 19 May 2019 21:28:10 +0200 Subject: CPhysical almost done --- src/entities/Physical.cpp | 677 ++++++++++++++++++++++++++++++++++++++++++---- 1 file changed, 629 insertions(+), 48 deletions(-) (limited to 'src/entities/Physical.cpp') diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp index 947ac47c..dada5072 100644 --- a/src/entities/Physical.cpp +++ b/src/entities/Physical.cpp @@ -12,6 +12,7 @@ #include "SurfaceTable.h" #include "CarCtrl.h" #include "DMAudio.h" +#include "Automobile.h" #include "Physical.h" void @@ -176,11 +177,11 @@ CPhysical::RemoveFromMovingList(void) void CPhysical::SetDamagedPieceRecord(uint16 piece, float impulse, CEntity *entity, CVector dir) { - m_nCollisionPieceType = piece; - m_fCollisionImpulse = impulse; - m_pCollidingEntity = entity; - entity->RegisterReference(&m_pCollidingEntity); - m_vecCollisionDirection = dir; + m_nDamagePieceType = piece; + m_fDamageImpulse = impulse; + m_pDamageEntity = entity; + entity->RegisterReference(&m_pDamageEntity); + m_vecDamageNormal = dir; } void @@ -282,9 +283,9 @@ CPhysical::ProcessControl(void) m_nCollisionRecords = 0; bHasCollided = false; - m_nCollisionPieceType = 0; - m_fCollisionImpulse = 0.0f; - m_pCollidingEntity = nil; + m_nDamagePieceType = 0; + m_fDamageImpulse = 0.0f; + m_pDamageEntity = nil; if(!bIsStuck){ if(IsObject() || @@ -927,18 +928,6 @@ CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint) return false; } - -// ProcessCollision calls -// CheckCollision -// CheckCollision_SimpleCar -// CheckCollision calls -// ProcessCollisionSectorList -// CheckCollision_SimpleCar -// ProcessCollisionSectorList_SimpleCar -// ProcessShift calls -// ProcessCollisionSectorList -// ProcessShiftSectorList - bool CPhysical::ProcessShiftSectorList(CPtrList *lists) { @@ -996,21 +985,22 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists) 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_pCollidingVehicle == B) - Aobj->m_pCollidingVehicle = nil; - }else if(Aobj->m_pCollidingVehicle != B){ + 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_pCollidingVehicle = (CVehicle*)B; + Aobj->m_pCollidingEntity = B; } } }else if(B->IsObject() && A->IsVehicle()){ @@ -1018,24 +1008,22 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists) if(Bobj->ObjectCreatedBy != TEMP_OBJECT && !Bobj->bHasBeenDamaged && Bobj->bIsStatic){ - if(Bobj->m_pCollidingVehicle == A) - Bobj->m_pCollidingVehicle = nil; - }else if(Bobj->m_pCollidingVehicle != A){ + 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){ + (Invert(A->GetMatrix(), inv) * size).z < 0.0f) skipShift = true; - Bobj->m_pCollidingVehicle = (CVehicle*)A; - } } }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_pCollidingVehicle == B || - B->IsPed() && ((CPed*)B)->m_pCollidingVehicle == A || + 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; @@ -1154,16 +1142,16 @@ collision: if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB)) continue; - if(impulseA > A->m_fCollisionImpulse) + if(impulseA > A->m_fDamageImpulse) A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal); - if(impulseB > B->m_fCollisionImpulse) - A->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, 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(); - cDMAudio::ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff)); + DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff)); } }else if(A->bHasContacted){ CVector savedMoveFriction = A->m_vecMoveFriction; @@ -1176,16 +1164,16 @@ collision: if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB)) continue; - if(impulseA > A->m_fCollisionImpulse) + if(impulseA > A->m_fDamageImpulse) A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal); - if(impulseB > B->m_fCollisionImpulse) - A->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, 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(); - cDMAudio::ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff)); + 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; @@ -1209,16 +1197,16 @@ collision: if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB)) continue; - if(impulseA > A->m_fCollisionImpulse) + if(impulseA > A->m_fDamageImpulse) A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal); - if(impulseB > B->m_fCollisionImpulse) - A->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, 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(); - cDMAudio::ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff)); + 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; @@ -1236,16 +1224,16 @@ collision: if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB)) continue; - if(impulseA > A->m_fCollisionImpulse) + if(impulseA > A->m_fDamageImpulse) A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal); - if(impulseB > B->m_fCollisionImpulse) - A->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, 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(); - cDMAudio::ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff)); + 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; @@ -1263,12 +1251,602 @@ collision: return true; } +bool +CPhysical::ProcessCollisionSectorList(CPtrList *lists) +{ + static CColPoint aColPoints[32]; + 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->m_phy_flagA80 = 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->m_phy_flagA80 = true; + Aobj->m_pCollidingEntity = B; + }else if((A->IsVehicle() || A->IsPed()) && + B->GetUp().z < 0.66f && + IsTrafficLight(B->GetModelIndex())){ + skipCollision = true; + A->m_phy_flagA80 = 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->m_phy_flagA80 = true; + }else if(A->IsPed() && Aped->m_pCollidingEntity == B){ + skipCollision = true; + if(!Aped->m_ped_flagH1) + A->m_phy_flagA80 = true; + }else if(B->IsPed() && Bped->m_pCollidingEntity == A){ + skipCollision = true; + A->m_phy_flagA80 = true; + }else if(A->GetModelIndex() == MI_RCBANDIT && (B->IsPed() || B->IsVehicle()) || + B->GetModelIndex() == MI_RCBANDIT && (A->IsPed() || A->IsVehicle())){ + skipCollision = true; + A->m_phy_flagA80 = 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 && + fabs(A->m_vecMoveSpeed.x) < 0.05f && + fabs(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 && + fabs(A->m_vecMoveSpeed.x) < 0.05f && + fabs(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->m_status == STATUS_WRECKED) + adhesion *= 3.0f; + else if(A->GetUp().z > 0.3f) + adhesion = 0.0f; + else + adhesion *= max(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->m_status == STATUS_PLAYER && A->IsVehicle() && + fabs(A->m_vecMoveSpeed.x) > 0.2f && + fabs(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->m_status == STATUS_SIMPLE){ + B->m_status = 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(m_status == STATUS_SIMPLE){ + bIsStuck = false; + bIsInSafePosition = true; + RemoveAndAdd(); + }else{ + CMatrix matrix(GetMatrix()); + ApplyMoveSpeed(); + ApplyTurnSpeed(); + GetMatrix().Reorthogonalise(); + + CWorld::AdvanceCurrentScanCode(); + + if(IsVehicle()) + field_EF = true; + + CEntryInfoNode *node; + bool hasshifted = false; // whatever that means... + for(node = m_entryInfoList.first; node; node = node->next) + hasshifted |= ProcessShiftSectorList(node->sector->m_lists); + field_EF = 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; + field_EF = 0; + m_phy_flagA80 = false; + + if(!bUsesCollision){ + bIsStuck = false; + bIsInSafePosition = true; + RemoveAndAdd(); + return; + } + + if(m_status == STATUS_SIMPLE){ + if(CheckCollision_SimpleCar() && m_status == STATUS_SIMPLE){ + m_status = 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 = min(NUMSTEPS(0.2f), 2.0); + else + n = NUMSTEPS(0.3f); + step = savedTimeStep / n; + }else if(IsVehicle() && distSq >= sq(0.4f)){ + if(m_status == 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_bSpecialCollisionResponseCases; + if(responsecase == 1){ + 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 == 5){ + if(distSq >= 0.009f){ + n = NUMSTEPS(0.09f); + step = savedTimeStep / n; + } + }else if(responsecase == 2 || responsecase == 4){ + 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->m_ped_flagA2 && + ped->m_ped_flagA1) + savedMatrix.GetPosition()->z = GetPosition().z; + GetMatrix() = savedMatrix; + CTimer::SetTimeStep(savedTimeStep); + return; + } + if(IsPed() && m_vecMoveSpeed.z == 0.0f && + !ped->m_ped_flagA2 && + ped->m_ped_flagA1) + 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_afWheelSuspDist[0] = 1.0f; + car->m_afWheelSuspDist[1] = 1.0f; + car->m_afWheelSuspDist[2] = 1.0f; + car->m_afWheelSuspDist[3] = 1.0f; + }else if(veh->m_vehType == VEHICLE_TYPE_BIKE){ + assert(0 && "TODO - but unused"); + } + } + } + + ApplyMoveSpeed(); + ApplyTurnSpeed(); + GetMatrix().Reorthogonalise(); + field_EF = 0; + m_phy_flagA80 = false; + if(!m_vecMoveSpeed.IsZero() || + !m_vecTurnSpeed.IsZero() || + m_phy_flagA40 || + m_status == STATUS_PLAYER || IsPed() && ped->IsPlayer()){ + if(IsVehicle()) + ((CVehicle*)this)->m_veh_flagD4 = true; + if(CheckCollision()){ + GetMatrix() = savedMatrix; + return; + } + } + m_phy_flagA40 = false; + m_fDistanceTravelled = (GetPosition() - *savedMatrix.GetPosition()).Magnitude(); + m_phy_flagA80 = false; + + bIsStuck = false; + bIsInSafePosition = true; + RemoveAndAdd(); +} + STARTPATCHES InjectHook(0x4951F0, &CPhysical::Add_, PATCH_JUMP); InjectHook(0x4954B0, &CPhysical::Remove_, PATCH_JUMP); InjectHook(0x495540, &CPhysical::RemoveAndAdd, PATCH_JUMP); InjectHook(0x495F10, &CPhysical::ProcessControl_, PATCH_JUMP); + InjectHook(0x496F10, &CPhysical::ProcessShift_, PATCH_JUMP); + InjectHook(0x4961A0, &CPhysical::ProcessCollision_, PATCH_JUMP); InjectHook(0x49F790, &CPhysical::ProcessEntityCollision_, PATCH_JUMP); InjectHook(0x4958F0, &CPhysical::AddToMovingList, PATCH_JUMP); InjectHook(0x495940, &CPhysical::RemoveFromMovingList, PATCH_JUMP); @@ -1296,4 +1874,7 @@ STARTPATCHES InjectHook(0x49DA10, &CPhysical::ProcessShiftSectorList, PATCH_JUMP); InjectHook(0x49E790, &CPhysical::ProcessCollisionSectorList_SimpleCar, PATCH_JUMP); + InjectHook(0x49B620, &CPhysical::ProcessCollisionSectorList, PATCH_JUMP); + InjectHook(0x496E50, &CPhysical::CheckCollision, PATCH_JUMP); + InjectHook(0x496EB0, &CPhysical::CheckCollision_SimpleCar, PATCH_JUMP); ENDPATCHES -- cgit v1.2.3