#include "common.h"
#include "World.h"
#include "Timer.h"
#include "ModelIndices.h"
#include "Treadable.h"
#include "Vehicle.h"
#include "Ped.h"
#include "Object.h"
#include "Glass.h"
#include "ParticleObject.h"
#include "Particle.h"
#include "SurfaceTable.h"
#include "PathFind.h"
#include "CarCtrl.h"
#include "DMAudio.h"
#include "Automobile.h"
#include "Physical.h"
CPhysical::CPhysical(void)
{
int i;
m_fForceMultiplier = 1.0f;
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f);
m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
m_vecMoveSpeedAvg = CVector(0.0f, 0.0f, 0.0f);
m_vecTurnSpeedAvg = CVector(0.0f, 0.0f, 0.0f);
m_movingListNode = nil;
m_nStaticFrames = 0;
m_nCollisionRecords = 0;
for(i = 0; i < 6; i++)
m_aCollisionRecords[i] = nil;
m_bIsVehicleBeingShifted = false;
m_nDamagePieceType = 0;
m_fDamageImpulse = 0.0f;
m_pDamageEntity = nil;
m_vecDamageNormal = CVector(0.0f, 0.0f, 0.0f);
bUsesCollision = true;
m_audioEntityId = -5;
unk1 = 100.0f;
m_vecCentreOfMass = CVector(0.0f, 0.0f, 0.0f);
field_EC = 0;
bIsHeavy = false;
bAffectedByGravity = true;
bInfiniteMass = false;
bIsInWater = false;
bHitByTrain = false;
bSkipLineCol = false;
m_fDistanceTravelled = 0.0f;
m_treadable[PATH_CAR] = nil;
m_treadable[PATH_PED] = nil;
m_phy_flagA10 = false;
m_phy_flagA20 = false;
m_nZoneLevel = LEVEL_NONE;
}
CPhysical::~CPhysical(void)
{
m_entryInfoList.Flush();
}
void
CPhysical::Add(void)
{
int x, xstart, xmid, xend;
int y, ystart, ymid, yend;
CSector *s;
CPtrList *list;
CRect bounds = GetBoundRect();
xstart = CWorld::GetSectorIndexX(bounds.left);
xend = CWorld::GetSectorIndexX(bounds.right);
xmid = CWorld::GetSectorIndexX((bounds.left + bounds.right)/2.0f);
ystart = CWorld::GetSectorIndexY(bounds.top);
yend = CWorld::GetSectorIndexY(bounds.bottom);
ymid = CWorld::GetSectorIndexY((bounds.top + bounds.bottom)/2.0f);
assert(xstart >= 0);
assert(xend < NUMSECTORS_X);
assert(ystart >= 0);
assert(yend < NUMSECTORS_Y);
for(y = ystart; y <= yend; y++)
for(x = xstart; x <= xend; x++){
s = CWorld::GetSector(x, y);
if(x == xmid && y == ymid) switch(m_type){
case ENTITY_TYPE_VEHICLE:
list = &s->m_lists[ENTITYLIST_VEHICLES];
break;
case ENTITY_TYPE_PED:
list = &s->m_lists[ENTITYLIST_PEDS];
break;
case ENTITY_TYPE_OBJECT:
list = &s->m_lists[ENTITYLIST_OBJECTS];
break;
default:
assert(0);
}else switch(m_type){
case ENTITY_TYPE_VEHICLE:
list = &s->m_lists[ENTITYLIST_VEHICLES_OVERLAP];
break;
case ENTITY_TYPE_PED:
list = &s->m_lists[ENTITYLIST_PEDS_OVERLAP];
break;
case ENTITY_TYPE_OBJECT:
list = &s->m_lists[ENTITYLIST_OBJECTS_OVERLAP];
break;
default:
assert(0);
}
CPtrNode *node = list->InsertItem(this);
assert(node);
m_entryInfoList.InsertItem(list, node, s);
}
}
void
CPhysical::Remove(void)
{
CEntryInfoNode *node, *next;
for(node = m_entryInfoList.first; node; node = next){
next = node->next;
node->list->DeleteNode(node->listnode);
m_entryInfoList.DeleteNode(node);
}
}
void
CPhysical::RemoveAndAdd(void)
{
int x, xstart, xmid, xend;
int y, ystart, ymid, yend;
CSector *s;
CPtrList *list;
CRect bounds = GetBoundRect();
xstart = CWorld::GetSectorIndexX(bounds.left);
xend = CWorld::GetSectorIndexX(bounds.right);
xmid = CWorld::GetSectorIndexX((bounds.left + bounds.right)/2.0f);
ystart = CWorld::GetSectorIndexY(bounds.top);
yend = CWorld::GetSectorIndexY(bounds.bottom);
ymid = CWorld::GetSectorIndexY((bounds.top + bounds.bottom)/2.0f);
assert(xstart >= 0);
assert(xend < NUMSECTORS_X);
assert(ystart >= 0);
assert(yend < NUMSECTORS_Y);
// we'll try to recycle nodes from here
CEntryInfoNode *next = m_entryInfoList.first;
for(y = ystart; y <= yend; y++)
for(x = xstart; x <= xend; x++){
s = CWorld::GetSector(x, y);
if(x == xmid && y == ymid) switch(m_type){
case ENTITY_TYPE_VEHICLE:
list = &s->m_lists[ENTITYLIST_VEHICLES];
break;
case ENTITY_TYPE_PED:
list = &s->m_lists[ENTITYLIST_PEDS];
break;
case ENTITY_TYPE_OBJECT:
list = &s->m_lists[ENTITYLIST_OBJECTS];
break;
}else switch(m_type){
case ENTITY_TYPE_VEHICLE:
list = &s->m_lists[ENTITYLIST_VEHICLES_OVERLAP];
break;
case ENTITY_TYPE_PED:
list = &s->m_lists[ENTITYLIST_PEDS_OVERLAP];
break;
case ENTITY_TYPE_OBJECT:
list = &s->m_lists[ENTITYLIST_OBJECTS_OVERLAP];
break;
}
if(next){
// If we still have old nodes, use them
next->list->RemoveNode(next->listnode);
list->InsertNode(next->listnode);
next->list = list;
next->sector = s;
next = next->next;
}else{
CPtrNode *node = list->InsertItem(this);
m_entryInfoList.InsertItem(list, node, s);
}
}
// Remove old nodes we no longer need
CEntryInfoNode *node;
for(node = next; node; node = next){
next = node->next;
node->list->DeleteNode(node->listnode);
m_entryInfoList.DeleteNode(node);
}
}
CRect
CPhysical::GetBoundRect(void)
{
CVector center;
float radius;
GetBoundCentre(center);
radius = GetBoundRadius();
return CRect(center.x-radius, center.y-radius, center.x+radius, center.y+radius);
}
void
CPhysical::AddToMovingList(void)
{
m_movingListNode = CWorld::GetMovingEntityList().InsertItem(this);
}
void
CPhysical::RemoveFromMovingList(void)
{
if(m_movingListNode){
CWorld::GetMovingEntityList().DeleteNode(m_movingListNode);
m_movingListNode = nil;
}
}
void
CPhysical::SetDamagedPieceRecord(uint16 piece, float impulse, CEntity *entity, CVector dir)
{
m_nDamagePieceType = piece;
m_fDamageImpulse = impulse;
m_pDamageEntity = entity;
entity->RegisterReference(&m_pDamageEntity);
m_vecDamageNormal = dir;
}
void
CPhysical::AddCollisionRecord(CEntity *ent)
{
AddCollisionRecord_Treadable(ent);
this->bHasCollided = true;
ent->bHasCollided = true;
if(IsVehicle() && ent->IsVehicle()){
if(((CVehicle*)this)->m_nAlarmState == -1)
((CVehicle*)this)->m_nAlarmState = 15000;
if(((CVehicle*)ent)->m_nAlarmState == -1)
((CVehicle*)ent)->m_nAlarmState = 15000;
}
if(bUseCollisionRecords){
int i;
for(i = 0; i < m_nCollisionRecords; i++)
if(m_aCollisionRecords[i] == ent)
return;
if(m_nCollisionRecords < PHYSICAL_MAX_COLLISIONRECORDS)
m_aCollisionRecords[m_nCollisionRecords++] = ent;
m_nLastTimeCollided = CTimer::GetTimeInMilliseconds();
}
}
void
CPhysical::AddCollisionRecord_Treadable(CEntity *ent)
{
if(ent->IsBuilding() && ((CBuilding*)ent)->GetIsATreadable()){
#ifndef MIAMI
CTreadable *t = (CTreadable*)ent;
if(t->m_nodeIndices[PATH_PED][0] >= 0 ||
t->m_nodeIndices[PATH_PED][1] >= 0 ||
t->m_nodeIndices[PATH_PED][2] >= 0 ||
t->m_nodeIndices[PATH_PED][3] >= 0)
m_treadable[PATH_PED] = t;
if(t->m_nodeIndices[PATH_CAR][0] >= 0 ||
t->m_nodeIndices[PATH_CAR][1] >= 0 ||
t->m_nodeIndices[PATH_CAR][2] >= 0 ||
t->m_nodeIndices[PATH_CAR][3] >= 0)
m_treadable[PATH_CAR] = t;
#endif
}
}
bool
CPhysical::GetHasCollidedWith(CEntity *ent)
{
int i;
if(bUseCollisionRecords)
for(i = 0; i < m_nCollisionRecords; i++)
if(m_aCollisionRecords[i] == ent)
return true;
return false;
}
void
CPhysical::RemoveRefsToEntity(CEntity *ent)
{
int i, j;
for(i = 0; i < m_nCollisionRecords; i++){
if(m_aCollisionRecords[i] == ent){
for(j = i; j < m_nCollisionRecords-1; j++)
m_aCollisionRecords[j] = m_aCollisionRecords[j+1];
m_nCollisionRecords--;
}
}
}
void
CPhysical::PlacePhysicalRelativeToOtherPhysical(CPhysical *other, CPhysical *phys, CVector localPos)
{
CVector worldPos = other->GetMatrix() * localPos;
float step = 0.9f * CTimer::GetTimeStep();
CVector pos = other->m_vecMoveSpeed*step + worldPos;
CWorld::Remove(phys);
phys->GetMatrix() = other->GetMatrix();
phys->GetPosition() = pos;
phys->m_vecMoveSpeed = other->m_vecMoveSpeed;
phys->GetMatrix().UpdateRW();
phys->UpdateRwFrame();
CWorld::Add(phys);
}
int32
CPhysical::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
{
int32 numSpheres = CCollision::ProcessColModels(
GetMatrix(), *CModelInfo::GetModelInfo(GetModelIndex())->GetColModel(),
ent->GetMatrix(), *CModelInfo::GetModelInfo(ent->GetModelIndex())->GetColModel(),
colpoints,
nil, nil); // No Lines allowed!
if(numSpheres > 0){
AddCollisionRecord(ent);
if(!ent->IsBuilding()) // Can't this catch dummies too?
((CPhysical*)ent)->AddCollisionRecord(this);
if(ent->IsBuilding() || ent->bIsStatic)
this->bHasHitWall = true;
}
return numSpheres;
}
void
CPhysical::ProcessControl(void)
{
if(!IsPed())
bIsInWater = false;
bHasContacted = false;
bIsInSafePosition = false;
bWasPostponed = false;
bHasHitWall = false;
if(GetStatus() == STATUS_SIMPLE)
return;
m_nCollisionRecords = 0;
bHasCollided = false;
m_nDamagePieceType = 0;
m_fDamageImpulse = 0.0f;
m_pDamageEntity = nil;
if(!bIsStuck){
if(IsObject() ||
IsPed() && !bPedPhysics){
m_vecMoveSpeedAvg = (m_vecMoveSpeedAvg + m_vecMoveSpeed)/2.0f;
m_vecTurnSpeedAvg = (m_vecTurnSpeedAvg + m_vecTurnSpeed)/2.0f;
float step = CTimer::GetTimeStep() * 0.003f;
if(m_vecMoveSpeedAvg.MagnitudeSqr() < step*step &&
m_vecTurnSpeedAvg.MagnitudeSqr() < step*step){
m_nStaticFrames++;
if(m_nStaticFrames > 10){
m_nStaticFrames = 10;
bIsStatic = true;
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
m_vecMoveFriction = m_vecMoveSpeed;
m_vecTurnFriction = m_vecTurnSpeed;
return;
}
}else
m_nStaticFrames = 0;
}
}
ApplyGravity();
ApplyFriction();
ApplyAirResistance();
}
/*
* Some quantities (german in parens):
*
* acceleration: distance/time^2: a
* velocity: distance/time: v (GTA: speed)
* momentum (impuls): velocity*mass: p
* impulse (kraftstoss): delta momentum, force*time: J
*
* angular equivalents:
* velocity -> angular velocity (GTA: turn speed)
* momentum -> angular momentum (drehimpuls): L = r cross p
* force -> torque (drehmoment): tau = r cross F
* mass -> moment of inertia, angular mass (drehmoment, drehmasse): I = L/omega (GTA: turn mass)
*/
CVector
CPhysical::GetSpeed(const CVector &r)
{
return m_vecMoveSpeed + m_vecMoveFriction + CrossProduct(m_vecTurnFriction + m_vecTurnSpeed, r);
}
void
CPhysical::ApplyMoveSpeed(void)
{
GetPosition() += m_vecMoveSpeed * CTimer::GetTimeStep();
}
void
CPhysical::ApplyTurnSpeed(void)
{
// Move the coordinate axes by their speed
// Note that this denormalizes the matrix
CVector turnvec = m_vecTurnSpeed*CTimer::GetTimeStep();
GetRight() += CrossProduct(turnvec, GetRight());
GetForward() += CrossProduct(turnvec, GetForward());
GetUp() += CrossProduct(turnvec, GetUp());
}
void
CPhysical::ApplyMoveForce(float jx, float jy, float jz)
{
m_vecMoveSpeed += CVector(jx, jy, jz)*(1.0f/m_fMass);
}
void
CPhysical::ApplyTurnForce(float jx, float jy, float jz, float px, float py, float pz)
{
CVector com = Multiply3x3(m_matrix, m_vecCentreOfMass);
CVector turnimpulse = CrossProduct(CVector(px, py, pz)-com, CVector(jx, jy, jz));
m_vecTurnSpeed += turnimpulse*(1.0f/m_fTurnMass);
}
void
CPhysical::ApplyFrictionMoveForce(float jx, float jy, float jz)
{
m_vecMoveFriction += CVector(jx, jy, jz)*(1.0f/m_fMass);
}
void
CPhysical::ApplyFrictionTurnForce(float jx, float jy, float jz, float px, float py, float pz)
{
CVector com = Multiply3x3(m_matrix, m_vecCentreOfMass);
CVector turnimpulse = CrossProduct(CVector(px, py, pz)-com, CVector(jx, jy, jz));
m_vecTurnFriction += turnimpulse*(1.0f/m_fTurnMass);
}
bool
CPhysical::ApplySpringCollision(float springConst, CVector &springDir, CVector &point, float springRatio, float bias)
{
float compression = 1.0f - springRatio;
if(compression > 0.0f){
float step = Min(CTimer::GetTimeStep(), 3.0f);
float impulse = -GRAVITY*m_fMass*step * springConst * compression * bias*2.0f;
ApplyMoveForce(springDir*impulse);
ApplyTurnForce(springDir*impulse, point);
}
return true;
}
// What exactly is speed?
bool
CPhysical::ApplySpringDampening(float damping, CVector &springDir, CVector &point, CVector &speed)
{
float speedA = DotProduct(speed, springDir);
float speedB = DotProduct(GetSpeed(point), springDir);
float step = Min(CTimer::GetTimeStep(), 3.0f);
float impulse = -damping * (speedA + speedB)/2.0f * m_fMass * step * 0.53f;
// what is this?
float a = m_fTurnMass / ((point.MagnitudeSqr() + 1.0f) * 2.0f * m_fMass);
a = Min(a, 1.0f);
float b = Abs(impulse / (speedB * m_fMass));
if(a < b)
impulse *= a/b;
ApplyMoveForce(springDir*impulse);
ApplyTurnForce(springDir*impulse, point);
return true;
}
void
CPhysical::ApplyGravity(void)
{
if(bAffectedByGravity)
m_vecMoveSpeed.z -= GRAVITY * CTimer::GetTimeStep();
}
void
CPhysical::ApplyFriction(void)
{
m_vecMoveSpeed += m_vecMoveFriction;
m_vecTurnSpeed += m_vecTurnFriction;
m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f);
m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
}
void
CPhysical::ApplyAirResistance(void)
{
if(m_fAirResistance > 0.1f){
float f = Pow(m_fAirResistance, CTimer::GetTimeStep());
m_vecMoveSpeed *= f;
m_vecTurnSpeed *= f;
}else{
float f = Pow(1.0f/(m_fAirResistance*0.5f*m_vecMoveSpeed.MagnitudeSqr() + 1.0f), CTimer::GetTimeStep());
m_vecMoveSpeed *= f;
m_vecTurnSpeed *= 0.99f;
}
}
bool
CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, float &impulseB)
{
float eA, eB;
CPhysical *A = this;
CObject *Bobj = (CObject*)B;
bool ispedcontactA = false;
bool ispedcontactB = false;
float timestepA;
if(B->bPedPhysics){
timestepA = 10.0f;
if(B->IsPed() && ((CPed*)B)->m_pCurrentPhysSurface == A)
ispedcontactA = true;
}else
timestepA = A->bIsHeavy ? 2.0f : 1.0f;
float timestepB;
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;
else
timestepB = 10.0f;
if(A->IsPed() && ((CPed*)A)->m_pCurrentPhysSurface == B)
ispedcontactB = true;
}else
timestepB = B->bIsHeavy ? 2.0f : 1.0f;
float speedA, speedB;
if(B->bIsStatic){
if(A->bPedPhysics){
speedA = DotProduct(A->m_vecMoveSpeed, colpoint.normal);
if(speedA < 0.0f){
if(B->IsObject()){
impulseA = -speedA * A->m_fMass;
impulseB = impulseA;
if(impulseA > Bobj->m_fUprootLimit){
if(IsGlass(B->GetModelIndex()))
CGlass::WindowRespondsToCollision(B, impulseA, A->m_vecMoveSpeed, colpoint.point, false);
else if(!B->bInfiniteMass)
B->bIsStatic = false;
}else{
if(IsGlass(B->GetModelIndex()))
CGlass::WindowRespondsToSoftCollision(B, impulseA);
if(!A->bInfiniteMass)
A->ApplyMoveForce(colpoint.normal*(1.0f + A->m_fElasticity)*impulseA);
return true;
}
}else if(!B->bInfiniteMass)
B->bIsStatic = false;
if(B->bInfiniteMass){
impulseA = -speedA * A->m_fMass;
impulseB = 0.0f;
if(!A->bInfiniteMass)
A->ApplyMoveForce(colpoint.normal*(1.0f + A->m_fElasticity)*impulseA);
return true;
}
}
}else{
CVector pointposA = colpoint.point - A->GetPosition();
speedA = DotProduct(A->GetSpeed(pointposA), colpoint.normal);
if(speedA < 0.0f){
if(B->IsObject()){
if(A->bHasHitWall)
eA = -1.0f;
else
eA = -(1.0f + A->m_fElasticity);
impulseA = eA * speedA * A->GetMass(pointposA, colpoint.normal);
impulseB = impulseA;
if(Bobj->m_nCollisionDamageEffect && impulseA > 20.0f){
Bobj->ObjectDamage(impulseA);
if(!B->bUsesCollision){
if(!A->bInfiniteMass){
A->ApplyMoveForce(colpoint.normal*0.2f*impulseA);
A->ApplyTurnForce(colpoint.normal*0.2f*impulseA, pointposA);
}
return false;
}
}
if((impulseA > Bobj->m_fUprootLimit || A->bIsStuck) &&
!B->bInfiniteMass){
if(IsGlass(B->GetModelIndex()))
CGlass::WindowRespondsToCollision(B, impulseA, A->m_vecMoveSpeed, colpoint.point, false);
else
B->bIsStatic = false;
int16 model = B->GetModelIndex();
if(model == MI_FIRE_HYDRANT && !Bobj->bHasBeenDamaged){
CParticleObject::AddObject(POBJECT_FIRE_HYDRANT, B->GetPosition() - CVector(0.0f, 0.0f, 0.5f), true);
Bobj->bHasBeenDamaged = true;
}else if(B->IsObject() && !IsExplosiveThingModel(model))
Bobj->bHasBeenDamaged = true;
}else{
if(IsGlass(B->GetModelIndex()))
CGlass::WindowRespondsToSoftCollision(B, impulseA);
CVector f = colpoint.normal * impulseA;
if(A->IsVehicle() && colpoint.normal.z < 0.7f)
f.z *= 0.3f;
if(!A->bInfiniteMass){
A->ApplyMoveForce(f);
if(!A->IsVehicle() || !CWorld::bNoMoreCollisionTorque)
A->ApplyTurnForce(f, pointposA);
}
return true;
}
}else if(!B->bInfiniteMass)
B->bIsStatic = false;
}
}
if(B->bIsStatic)
return false;
if(!B->bInfiniteMass)
B->AddToMovingList();
}
// B is not static
if(A->bPedPhysics && B->bPedPhysics){
// negative if A is moving towards B
speedA = DotProduct(A->m_vecMoveSpeed, colpoint.normal);
// 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));
// 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(!A->bInfiniteMass)
A->ApplyMoveForce(colpoint.normal*(impulseA/timestepA));
return true;
}
}else if(A->bPedPhysics){
CVector pointposB = colpoint.point - B->GetPosition();
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);
if(speedA < speedSum){
if(A->bHasHitWall)
eA = speedSum;
else
eA = speedSum - (speedA - speedSum) * (A->m_fElasticity+B->m_fElasticity)/2.0f;
if(B->bHasHitWall)
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);
if(!A->bInfiniteMass){
if(fA.z < 0.0f) fA.z = 0.0f;
if(ispedcontactB){
fA.x *= 2.0f;
fA.y *= 2.0f;
}
A->ApplyMoveForce(fA);
}
if(!B->bInfiniteMass && !ispedcontactB){
B->ApplyMoveForce(fB);
B->ApplyTurnForce(fB, pointposB);
}
return true;
}
}else if(B->bPedPhysics){
CVector pointposA = colpoint.point - A->GetPosition();
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);
if(speedA < speedSum){
if(A->bHasHitWall)
eA = speedSum;
else
eA = speedSum - (speedA - speedSum) * (A->m_fElasticity+B->m_fElasticity)/2.0f;
if(B->bHasHitWall)
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);
if(!A->bInfiniteMass && !ispedcontactA){
if(fA.z < 0.0f) fA.z = 0.0f;
A->ApplyMoveForce(fA);
A->ApplyTurnForce(fA, pointposA);
}
if(!B->bInfiniteMass){
if(fB.z < 0.0f){
fB.z = 0.0f;
if(Abs(speedA) < 0.01f)
fB *= 0.5f;
}
if(ispedcontactA){
fB.x *= 2.0f;
fB.y *= 2.0f;
}
B->ApplyMoveForce(fB);
}
return true;
}
}else{
CVector pointposA = colpoint.point - A->GetPosition();
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);
if(speedA < speedSum){
if(A->bHasHitWall)
eA = speedSum;
else
eA = speedSum - (speedA - speedSum) * (A->m_fElasticity+B->m_fElasticity)/2.0f;
if(B->bHasHitWall)
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);
if(A->IsVehicle() && !A->bHasHitWall){
fA.x *= 1.4f;
fA.y *= 1.4f;
if(colpoint.normal.z < 0.7f)
fA.z *= 0.3f;
if(A->GetStatus() == STATUS_PLAYER)
pointposA *= 0.8f;
if(CWorld::bNoMoreCollisionTorque){
A->ApplyFrictionMoveForce(fA*-0.3f);
A->ApplyFrictionTurnForce(fA*-0.3f, pointposA);
}
}
if(B->IsVehicle() && !B->bHasHitWall){
fB.x *= 1.4f;
fB.y *= 1.4f;
if(colpoint.normal.z < 0.7f)
fB.z *= 0.3f;
if(B->GetStatus() == STATUS_PLAYER)
pointposB *= 0.8f;
if(CWorld::bNoMoreCollisionTorque){
// BUG: the game actually uses A here, but this can't be right
B->ApplyFrictionMoveForce(fB*-0.3f);
B->ApplyFrictionTurnForce(fB*-0.3f, pointposB);
}
}
if(!A->bInfiniteMass){
A->ApplyMoveForce(fA);
A->ApplyTurnForce(fA, pointposA);
}
if(!B->bInfiniteMass){
if(B->bIsInSafePosition)
B->UnsetIsInSafePosition();
B->ApplyMoveForce(fB);
B->ApplyTurnForce(fB, pointposB);
}
return true;
}
}
return false;
}
bool
CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CVector &moveSpeed, CVector &turnSpeed)
{
float normalSpeed;
float e;
CVector speed;
CVector vImpulse;
if(bPedPhysics){
normalSpeed = DotProduct(m_vecMoveSpeed, colpoint.normal);
if(normalSpeed < 0.0f){
impulse = -normalSpeed * m_fMass;
ApplyMoveForce(colpoint.normal * impulse);
return true;
}
}else{
CVector pointpos = colpoint.point - GetPosition();
speed = GetSpeed(pointpos);
normalSpeed = DotProduct(speed, colpoint.normal);
if(normalSpeed < 0.0f){
float minspeed = 0.0104f * CTimer::GetTimeStep();
#ifdef GTA3_1_1_PATCH
if ((IsObject() || IsVehicle() && (GetUp().z < -0.3f || ((CVehicle*)this)->IsBike() && (GetStatus() == STATUS_ABANDONED || GetStatus() == STATUS_WRECKED))) &&
#else
if((IsObject() || IsVehicle() && GetUp().z < -0.3f) &&
#endif
!bHasContacted &&
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);
impulse = normalSpeed * e * GetMass(pointpos, colpoint.normal);
// ApplyMoveForce
vImpulse = colpoint.normal*impulse;
if(IsVehicle() &&
(!bHasHitWall ||
!(m_vecMoveSpeed.MagnitudeSqr() > 0.1 || !(B->IsBuilding() || ((CPhysical*)B)->bInfiniteMass))))
moveSpeed += vImpulse * 1.2f * (1.0f/m_fMass);
else
moveSpeed += vImpulse * (1.0f/m_fMass);
// ApplyTurnForce
CVector com = Multiply3x3(m_matrix, m_vecCentreOfMass);
CVector turnimpulse = CrossProduct(pointpos-com, vImpulse);
turnSpeed += turnimpulse*(1.0f/m_fTurnMass);
return true;
}
}
return false;
}
bool
CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
{
CVector speedA, speedB;
float normalSpeedA, normalSpeedB;
CVector vOtherSpeedA, vOtherSpeedB;
float fOtherSpeedA, fOtherSpeedB;
float speedSum;
CVector frictionDir;
float impulseA, impulseB;
float impulseLimit;
CPhysical *A = this;
if(A->bPedPhysics && B->bPedPhysics){
normalSpeedA = DotProduct(A->m_vecMoveSpeed, colpoint.normal);
normalSpeedB = DotProduct(B->m_vecMoveSpeed, colpoint.normal);
vOtherSpeedA = A->m_vecMoveSpeed - colpoint.normal*normalSpeedA;
vOtherSpeedB = B->m_vecMoveSpeed - colpoint.normal*normalSpeedB;
fOtherSpeedA = vOtherSpeedA.Magnitude();
fOtherSpeedB = vOtherSpeedB.Magnitude();
frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
speedSum = (B->m_fMass*fOtherSpeedB + A->m_fMass*fOtherSpeedA)/(B->m_fMass + A->m_fMass);
if(fOtherSpeedA > speedSum){
impulseA = (speedSum - fOtherSpeedA) * A->m_fMass;
impulseB = (speedSum - fOtherSpeedB) * B->m_fMass;
impulseLimit = adhesiveLimit*CTimer::GetTimeStep();
if(impulseA < -impulseLimit) impulseA = -impulseLimit;
if(impulseB > impulseLimit) impulseB = impulseLimit; // BUG: game has A's clamp again here, but this can't be right
A->ApplyFrictionMoveForce(frictionDir*impulseA);
B->ApplyFrictionMoveForce(frictionDir*impulseB);
return true;
}
}else if(A->bPedPhysics){
if(B->IsVehicle())
return false;
CVector pointposB = colpoint.point - B->GetPosition();
speedB = B->GetSpeed(pointposB);
normalSpeedA = DotProduct(A->m_vecMoveSpeed, colpoint.normal);
normalSpeedB = DotProduct(speedB, colpoint.normal);
vOtherSpeedA = A->m_vecMoveSpeed - colpoint.normal*normalSpeedA;
vOtherSpeedB = speedB - colpoint.normal*normalSpeedB;
fOtherSpeedA = vOtherSpeedA.Magnitude();
fOtherSpeedB = vOtherSpeedB.Magnitude();
frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
float massB = B->GetMass(pointposB, frictionDir);
speedSum = (massB*fOtherSpeedB + A->m_fMass*fOtherSpeedA)/(massB + A->m_fMass);
if(fOtherSpeedA > speedSum){
impulseA = (speedSum - fOtherSpeedA) * A->m_fMass;
impulseB = (speedSum - fOtherSpeedB) * massB;
impulseLimit = adhesiveLimit*CTimer::GetTimeStep();
if(impulseA < -impulseLimit) impulseA = -impulseLimit;
if(impulseB > impulseLimit) impulseB = impulseLimit;
A->ApplyFrictionMoveForce(frictionDir*impulseA);
B->ApplyFrictionMoveForce(frictionDir*impulseB);
B->ApplyFrictionTurnForce(frictionDir*impulseB, pointposB);
return true;
}
}else if(B->bPedPhysics){
if(A->IsVehicle())
return false;
CVector pointposA = colpoint.point - A->GetPosition();
speedA = A->GetSpeed(pointposA);
normalSpeedA = DotProduct(speedA, colpoint.normal);
normalSpeedB = DotProduct(B->m_vecMoveSpeed, colpoint.normal);
vOtherSpeedA = speedA - colpoint.normal*normalSpeedA;
vOtherSpeedB = B->m_vecMoveSpeed - colpoint.normal*normalSpeedB;
fOtherSpeedA = vOtherSpeedA.Magnitude();
fOtherSpeedB = vOtherSpeedB.Magnitude();
frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
float massA = A->GetMass(pointposA, frictionDir);
speedSum = (B->m_fMass*fOtherSpeedB + massA*fOtherSpeedA)/(B->m_fMass + massA);
if(fOtherSpeedA > speedSum){
impulseA = (speedSum - fOtherSpeedA) * massA;
impulseB = (speedSum - fOtherSpeedB) * B->m_fMass;
impulseLimit = adhesiveLimit*CTimer::GetTimeStep();
if(impulseA < -impulseLimit) impulseA = -impulseLimit;
if(impulseB > impulseLimit) impulseB = impulseLimit;
A->ApplyFrictionMoveForce(frictionDir*impulseA);
A->ApplyFrictionTurnForce(frictionDir*impulseA, pointposA);
B->ApplyFrictionMoveForce(frictionDir*impulseB);
return true;
}
}else{
CVector pointposA = colpoint.point - A->GetPosition();
CVector pointposB = colpoint.point - B->GetPosition();
speedA = A->GetSpeed(pointposA);
speedB = B->GetSpeed(pointposB);
normalSpeedA = DotProduct(speedA, colpoint.normal);
normalSpeedB = DotProduct(speedB, colpoint.normal);
vOtherSpeedA = speedA - colpoint.normal*normalSpeedA;
vOtherSpeedB = speedB - colpoint.normal*normalSpeedB;
fOtherSpeedA = vOtherSpeedA.Magnitude();
fOtherSpeedB = vOtherSpeedB.Magnitude();
frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
float massA = A->GetMass(pointposA, frictionDir);
float massB = B->GetMass(pointposB, frictionDir);
speedSum = (massB*fOtherSpeedB + massA*fOtherSpeedA)/(massB + massA);
if(fOtherSpeedA > speedSum){
impulseA = (speedSum - fOtherSpeedA) * massA;
impulseB = (speedSum - fOtherSpeedB) * massB;
impulseLimit = adhesiveLimit*CTimer::GetTimeStep();
if(impulseA < -impulseLimit) impulseA = -impulseLimit;
if(impulseB > impulseLimit) impulseB = impulseLimit;
A->ApplyFrictionMoveForce(frictionDir*impulseA);
A->ApplyFrictionTurnForce(frictionDir*impulseA, pointposA);
B->ApplyFrictionMoveForce(frictionDir*impulseB);
B->ApplyFrictionTurnForce(frictionDir*impulseB, pointposB);
return true;
}
}
return false;
}
bool
CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint)
{
CVector speed;
float normalSpeed;
CVector vOtherSpeed;
float fOtherSpeed;
CVector frictionDir;
float fImpulse;
float impulseLimit;
if(bPedPhysics){
normalSpeed = DotProduct(m_vecMoveSpeed, colpoint.normal);
vOtherSpeed = m_vecMoveSpeed - colpoint.normal*normalSpeed;
fOtherSpeed = vOtherSpeed.Magnitude();
if(fOtherSpeed > 0.0f){
frictionDir = vOtherSpeed * (1.0f/fOtherSpeed);
// not really impulse but speed
// maybe use ApplyFrictionMoveForce instead?
fImpulse = -fOtherSpeed;
impulseLimit = adhesiveLimit*CTimer::GetTimeStep() / m_fMass;
if(fImpulse < -impulseLimit) fImpulse = -impulseLimit;
CVector vImpulse = frictionDir*fImpulse;
m_vecMoveFriction += CVector(vImpulse.x, vImpulse.y, 0.0f);
return true;
}
}else{
CVector pointpos = colpoint.point - GetPosition();
speed = GetSpeed(pointpos);
normalSpeed = DotProduct(speed, colpoint.normal);
vOtherSpeed = speed - colpoint.normal*normalSpeed;
fOtherSpeed = vOtherSpeed.Magnitude();
if(fOtherSpeed > 0.0f){
frictionDir = vOtherSpeed * (1.0f/fOtherSpeed);
fImpulse = -fOtherSpeed * m_fMass;
impulseLimit = adhesiveLimit*CTimer::GetTimeStep() * 1.5f;
if(fImpulse < -impulseLimit) fImpulse = -impulseLimit;
ApplyFrictionMoveForce(frictionDir*fImpulse);
ApplyFrictionTurnForce(frictionDir*fImpulse, pointpos);
if(fOtherSpeed > 0.1f &&
colpoint.surfaceB != SURFACE_2 && colpoint.surfaceB != SURFACE_4 &&
CSurfaceTable::GetAdhesionGroup(colpoint.surfaceA) == ADHESIVE_HARD){
CVector v = frictionDir * fOtherSpeed * 0.25f;
for(int i = 0; i < 4; i++)
CParticle::AddParticle(PARTICLE_SPARK_SMALL, colpoint.point, v);
}
return true;
}
}
return false;
}
bool
CPhysical::ProcessShiftSectorList(CPtrList *lists)
{
int i, j;
CPtrList *list;
CPtrNode *node;
CPhysical *A, *B;
CObject *Bobj;
bool canshift;
CVector center;
float radius;
int numCollisions;
int mostColliding;
CColPoint colpoints[MAX_COLLISION_POINTS];
CVector shift = { 0.0f, 0.0f, 0.0f };
bool doShift = false;
CEntity *boat = nil;
bool skipShift;
A = this;
A->GetBoundCentre(center);
radius = A->GetBoundRadius();
for(i = 0; i <= ENTITYLIST_PEDS_OVERLAP; i++){
list = &lists[i];
for(node = list->first; node; node = node->next){
B = (CPhysical*)node->item;
Bobj = (CObject*)B;
skipShift = false;
if(B->IsBuilding() ||
B->IsObject() && B->bInfiniteMass)
canshift = true;
else
canshift = A->IsPed() &&
B->IsObject() && B->bInfiniteMass && !Bobj->bHasBeenDamaged;
if(B == A ||
B->m_scanCode == CWorld::GetCurrentScanCode() ||
!B->bUsesCollision ||
(A->bHasHitWall && !canshift) ||
!B->GetIsTouching(center, radius))
continue;
// This could perhaps be done a bit nicer
if(B->IsBuilding())
skipShift = false;
else if(IsTrafficLight(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()))
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_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_pCollidingEntity = B;
}
}
}else if(B->IsObject() && A->IsVehicle()){
CObject *Bobj = (CObject*)B;
if(Bobj->ObjectCreatedBy != TEMP_OBJECT &&
!Bobj->bHasBeenDamaged &&
Bobj->bIsStatic){
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)
skipShift = true;
}
}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_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;
if(skipShift)
continue;
B->m_scanCode = CWorld::GetCurrentScanCode();
numCollisions = A->ProcessEntityCollision(B, colpoints);
if(numCollisions <= 0)
continue;
mostColliding = 0;
for(j = 1; j < numCollisions; j++)
if(colpoints[j].depth > colpoints[mostColliding].depth)
mostColliding = j;
if(CWorld::bSecondShift)
for(j = 0; j < numCollisions; j++)
shift += colpoints[j].normal * colpoints[j].depth * 1.5f/numCollisions;
else
for(j = 0; j < numCollisions; j++)
shift += colpoints[j].normal * colpoints[j].depth * 1.2f/numCollisions;
if(A->IsVehicle() && B->IsVehicle()){
CVector dir = A->GetPosition() - B->GetPosition();
dir.Normalise();
if(dir.z < 0.0f && dir.z < A->GetForward().z && dir.z < A->GetRight().z)
dir.z = Min(0.0f, Min(A->GetForward().z, A->GetRight().z));
shift += dir * colpoints[mostColliding].depth * 0.5f;
}else if(A->IsPed() && B->IsVehicle() && ((CVehicle*)B)->IsBoat()){
CVector dir = colpoints[mostColliding].normal;
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(Abs(dir.z), 0.9f);
dir.z = 0.0f;
dir.Normalise();
B->GetPosition() += dir * colpoints[mostColliding].depth / (1.0f - f);
// BUG? how can that ever happen? A is a Ped
if(B->IsVehicle())
B->ProcessEntityCollision(A, colpoints);
}else{
if(CWorld::bSecondShift)
shift += colpoints[mostColliding].normal * colpoints[mostColliding].depth * 0.4f;
else
shift += colpoints[mostColliding].normal * colpoints[mostColliding].depth * 0.2f;
}
doShift = true;
}
}
if(!doShift)
return false;
GetPosition() += shift;
if(boat)
ProcessEntityCollision(boat, colpoints);
return true;
}
bool
CPhysical::ProcessCollisionSectorList_SimpleCar(CPtrList *lists)
{
static CColPoint aColPoints[MAX_COLLISION_POINTS];
float radius;
CVector center;
int listtype;
CPhysical *A, *B;
int numCollisions;
int i;
float impulseA = -1.0f;
float impulseB = -1.0f;
A = (CPhysical*)this;
radius = A->GetBoundRadius();
A->GetBoundCentre(center);
for(listtype = 3; listtype >= 0; listtype--){
// Go through vehicles and objects
CPtrList *list;
switch(listtype){
case 0: list = &lists[ENTITYLIST_VEHICLES]; break;
case 1: list = &lists[ENTITYLIST_VEHICLES_OVERLAP]; break;
case 2: list = &lists[ENTITYLIST_OBJECTS]; break;
case 3: list = &lists[ENTITYLIST_OBJECTS_OVERLAP]; break;
}
// Find first collision in list
CPtrNode *listnode;
for(listnode = list->first; listnode; listnode = listnode->next){
B = (CPhysical*)listnode->item;
if(B != A &&
B->m_scanCode != CWorld::GetCurrentScanCode() &&
B->bUsesCollision &&
B->GetIsTouching(center, radius)){
B->m_scanCode = CWorld::GetCurrentScanCode();
numCollisions = A->ProcessEntityCollision(B, aColPoints);
if(numCollisions > 0)
goto collision;
}
}
}
// no collision
return false;
collision:
if(A->bHasContacted && B->bHasContacted){
for(i = 0; i < numCollisions; i++){
if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB))
continue;
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 > 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 > 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 > 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->GetStatus() == STATUS_SIMPLE){
B->SetStatus(STATUS_PHYSICS);
if(B->IsVehicle())
CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)B);
}
return true;
}
bool
CPhysical::ProcessCollisionSectorList(CPtrList *lists)
{
static CColPoint aColPoints[MAX_COLLISION_POINTS];
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->bSkipLineCol = 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->bSkipLineCol = true;
Aobj->m_pCollidingEntity = B;
}else if((A->IsVehicle() || A->IsPed()) &&
B->GetUp().z < 0.66f &&
IsTrafficLight(B->GetModelIndex())){
skipCollision = true;
A->bSkipLineCol = 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->bSkipLineCol = true;
}else if(A->IsPed() && Aped->m_pCollidingEntity == B){
skipCollision = true;
if(!Aped->bKnockedUpIntoAir)
A->bSkipLineCol = true;
}else if(B->IsPed() && Bped->m_pCollidingEntity == A){
skipCollision = true;
A->bSkipLineCol = true;
}else if(A->GetModelIndex() == MI_RCBANDIT && (B->IsPed() || B->IsVehicle()) ||
B->GetModelIndex() == MI_RCBANDIT && (A->IsPed() || A->IsVehicle())){
skipCollision = true;
A->bSkipLineCol = 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 &&
Abs(A->m_vecMoveSpeed.x) < 0.05f &&
Abs(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 &&
Abs(A->m_vecMoveSpeed.x) < 0.05f &&
Abs(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->GetStatus() == STATUS_WRECKED)
adhesion *= 3.0f;
else if(A->GetUp().z > 0.3f)
adhesion = 0.0f;
else
adhesion *= Min(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->GetStatus() == STATUS_PLAYER && A->IsVehicle() &&
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;
}
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->GetStatus() == STATUS_SIMPLE){
B->SetStatus(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(GetStatus() == STATUS_SIMPLE){
bIsStuck = false;
bIsInSafePosition = true;
RemoveAndAdd();
}else{
CMatrix matrix(GetMatrix());
ApplyMoveSpeed();
ApplyTurnSpeed();
GetMatrix().Reorthogonalise();
CWorld::AdvanceCurrentScanCode();
if(IsVehicle())
m_bIsVehicleBeingShifted = true;
CEntryInfoNode *node;
bool hasshifted = false; // whatever that means...
for(node = m_entryInfoList.first; node; node = node->next)
hasshifted |= ProcessShiftSectorList(node->sector->m_lists);
m_bIsVehicleBeingShifted = 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;
m_bIsVehicleBeingShifted = false;
bSkipLineCol = false;
if(!bUsesCollision){
bIsStuck = false;
bIsInSafePosition = true;
RemoveAndAdd();
return;
}
if(GetStatus() == STATUS_SIMPLE){
if(CheckCollision_SimpleCar() && GetStatus() == STATUS_SIMPLE){
SetStatus(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 = Max(NUMSTEPS(0.2f), 2.0f);
else
n = NUMSTEPS(0.3f);
step = savedTimeStep / n;
}else if(IsVehicle() && distSq >= sq(0.4f)){
if(GetStatus() == 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_nSpecialCollisionResponseCases;
if(responsecase == COLLRESPONSE_CHANGE_MODEL){
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 == COLLRESPONSE_UNKNOWN5){
if(distSq >= 0.009f){
n = NUMSTEPS(0.09f);
step = savedTimeStep / n;
}
}else if(responsecase == COLLRESPONSE_SPLIT_MODEL || responsecase == COLLRESPONSE_CHANGE_THEN_SMASH){
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->bWasStanding &&
ped->bIsStanding)
savedMatrix.GetPosition().z = GetPosition().z;
GetMatrix() = savedMatrix;
CTimer::SetTimeStep(savedTimeStep);
return;
}
if(IsPed() && m_vecMoveSpeed.z == 0.0f &&
!ped->bWasStanding &&
ped->bIsStanding)
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_aSuspensionSpringRatio[0] = 1.0f;
car->m_aSuspensionSpringRatio[1] = 1.0f;
car->m_aSuspensionSpringRatio[2] = 1.0f;
car->m_aSuspensionSpringRatio[3] = 1.0f;
}else if(veh->m_vehType == VEHICLE_TYPE_BIKE){
assert(0 && "TODO - but unused");
}
}
}
ApplyMoveSpeed();
ApplyTurnSpeed();
GetMatrix().Reorthogonalise();
m_bIsVehicleBeingShifted = false;
bSkipLineCol = false;
if(!m_vecMoveSpeed.IsZero() ||
!m_vecTurnSpeed.IsZero() ||
bHitByTrain ||
GetStatus() == STATUS_PLAYER || IsPed() && ped->IsPlayer()){
if(IsVehicle())
((CVehicle*)this)->bVehicleColProcessed = true;
if(CheckCollision()){
GetMatrix() = savedMatrix;
return;
}
}
bHitByTrain = false;
m_fDistanceTravelled = (GetPosition() - savedMatrix.GetPosition()).Magnitude();
bSkipLineCol = false;
bIsStuck = false;
bIsInSafePosition = true;
RemoveAndAdd();
}