diff options
Diffstat (limited to 'src/entities/Physical.cpp')
-rw-r--r-- | src/entities/Physical.cpp | 141 |
1 files changed, 101 insertions, 40 deletions
diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp index 07d1d0b4..5ce7bd72 100644 --- a/src/entities/Physical.cpp +++ b/src/entities/Physical.cpp @@ -21,11 +21,7 @@ #include "Pickups.h" #include "Physical.h" -//--MIAMI: file done - -#ifdef WALLCLIMB_CHEAT bool gGravityCheat; -#endif CPhysical::CPhysical(void) @@ -359,7 +355,7 @@ CPhysical::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints) return numSpheres; } -// --MIAMI: Proof-read once +//--LCS: done void CPhysical::ProcessControl(void) { @@ -427,7 +423,7 @@ CPhysical::GetSpeed(const CVector &r) return m_vecMoveSpeed + m_vecMoveFriction + CrossProduct(m_vecTurnFriction + m_vecTurnSpeed, r); } -// --MIAMI: Proof-read once +//--LCS: done void CPhysical::ApplyMoveSpeed(void) { @@ -437,13 +433,13 @@ CPhysical::ApplyMoveSpeed(void) GetMatrix().Translate(m_vecMoveSpeed * CTimer::GetTimeStep()); } -// --MIAMI: Proof-read once +//--LCS: done void CPhysical::ApplyTurnSpeed(void) { if(bIsFrozen){ m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f); - }else{ + }else if(!m_vecTurnSpeed.IsZero()){ // Move the coordinate axes by their speed // Note that this denormalizes the matrix CVector turnvec = m_vecTurnSpeed*CTimer::GetTimeStep(); @@ -453,29 +449,36 @@ CPhysical::ApplyTurnSpeed(void) } } -// --MIAMI: Proof-read once +//--LCS: done void CPhysical::ApplyMoveForce(float jx, float jy, float jz) { m_vecMoveSpeed += CVector(jx, jy, jz)*(1.0f/m_fMass); + m_vecTurnSpeed.x = clamp(m_vecTurnSpeed.x, -4.0f, 4.0f); + m_vecTurnSpeed.y = clamp(m_vecTurnSpeed.y, -4.0f, 4.0f); + m_vecTurnSpeed.z = clamp(m_vecTurnSpeed.z, -4.0f, 4.0f); } -// --MIAMI: Proof-read once +//--LCS: done 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); + m_vecTurnSpeed.x = clamp(m_vecTurnSpeed.x, -4.0f, 4.0f); + m_vecTurnSpeed.y = clamp(m_vecTurnSpeed.y, -4.0f, 4.0f); + m_vecTurnSpeed.z = clamp(m_vecTurnSpeed.z, -4.0f, 4.0f); } +//--LCS: done void CPhysical::ApplyFrictionMoveForce(float jx, float jy, float jz) { m_vecMoveFriction += CVector(jx, jy, jz)*(1.0f/m_fMass); } -// --MIAMI: Proof-read once +//--LCS: done void CPhysical::ApplyFrictionTurnForce(float jx, float jy, float jz, float px, float py, float pz) { @@ -484,7 +487,7 @@ CPhysical::ApplyFrictionTurnForce(float jx, float jy, float jz, float px, float m_vecTurnFriction += turnimpulse*(1.0f/m_fTurnMass); } -// --MIAMI: Proof-read once +//--LCS: done bool CPhysical::ApplySpringCollision(float springConst, CVector &springDir, CVector &point, float springRatio, float bias) { @@ -498,16 +501,16 @@ CPhysical::ApplySpringCollision(float springConst, CVector &springDir, CVector & return true; } -// --MIAMI: Proof-read once +//--LCS: done bool -CPhysical::ApplySpringCollisionAlt(float springConst, CVector &springDir, CVector &point, float springRatio, float bias, CVector &forceDir) +CPhysical::ApplySpringCollisionAlt(float springConst, CVector &springDir, CVector &point, float springRatio, float bias, CVector &forceDir, float &impulse) { float compression = 1.0f - springRatio; if(compression > 0.0f){ if(DotProduct(springDir, forceDir) > 0.0f) forceDir *= -1.0f; float step = Min(CTimer::GetTimeStep(), 3.0f); - float impulse = GRAVITY*m_fMass*step * springConst * compression * bias*2.0f; + impulse = GRAVITY*m_fMass*step * springConst * compression * bias*2.0f; if(bIsHeavy) impulse *= 0.75f; ApplyMoveForce(forceDir*impulse); @@ -516,58 +519,75 @@ CPhysical::ApplySpringCollisionAlt(float springConst, CVector &springDir, CVecto return true; } -// --MIAMI: Proof-read once +float DAMPING_LIMIT_OF_SPRING_FORCE = 0.999f; +float DAMPING_LIMIT_IN_FRAME= 0.25f; + +//--LCS: done // What exactly is speed? bool -CPhysical::ApplySpringDampening(float damping, CVector &springDir, CVector &point, CVector &speed) +CPhysical::ApplySpringDampening(float damping, float dampingLimit, 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; + damping *= step; if(bIsHeavy) - impulse *= 2.0f; + damping *= 2.0f; + damping = clamp(damping, -DAMPING_LIMIT_IN_FRAME, DAMPING_LIMIT_IN_FRAME); // 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; + float fSpeed = -speedA * damping; + if(fSpeed > 0.0f && fSpeed+speedB > 0.0f){ + if(speedB < 0.0f) + fSpeed = -speedB; + else + fSpeed = 0.0f; + }else if(fSpeed < 0.0f && fSpeed+speedB < 0.0f){ + if(speedB > 0.0f) + fSpeed = -speedB; + else + fSpeed = 0.0f; + } + + CVector com = Multiply3x3(m_matrix, m_vecCentreOfMass); + float impulse = fSpeed*GetMass(point-com, springDir); + float limit = Abs(dampingLimit)*DAMPING_LIMIT_OF_SPRING_FORCE; + if(impulse > limit) + impulse = limit; ApplyMoveForce(springDir*impulse); ApplyTurnForce(springDir*impulse, point); return true; } +//--LCS: done void CPhysical::ApplyGravity(void) { if (!bAffectedByGravity) return; -#ifdef WALLCLIMB_CHEAT if (gGravityCheat && this == FindPlayerVehicle()) { - static CVector v1(0.0f, 0.0f, 1.0f), v2(0.0f, 0.0f, 1.0f); - CVector prop = GetPosition() - (GetUp() + GetUp()); + static CVector gravityUp(0.0f, 0.0f, 1.0f), surfaceUp(0.0f, 0.0f, 1.0f); + CVector belowCar = GetPosition() - 2.0f*GetUp(); CColPoint point; CEntity* entity; - if (CWorld::ProcessLineOfSight(GetPosition(), prop, point, entity, true, false, false, false, false, false)) - v2 = point.normal; + if (CWorld::ProcessLineOfSight(GetPosition(), belowCar, point, entity, true, false, false, false, false, false)) + surfaceUp = point.normal; else - v2 = CVector(0.0f, 0.0f, 1.0f); - float coef = clamp(CTimer::GetTimeStep() * 0.5f, 0.05f, 0.8f); - v1 = v1 * (1.0f - coef) + v2 * coef; - if (v1.MagnitudeSqr() < 0.1f) - v1 = CVector(0.0f, 0.0f, 1.0f); + surfaceUp = CVector(0.0f, 0.0f, 1.0f); + float t = clamp(CTimer::GetTimeStep() * 0.5f, 0.05f, 0.8f); + gravityUp = gravityUp * (1.0f - t) + surfaceUp * t; + if (gravityUp.MagnitudeSqr() < 0.1f) + gravityUp = CVector(0.0f, 0.0f, 1.0f); else - v1.Normalise(); - m_vecMoveSpeed -= GRAVITY * CTimer::GetTimeStep() * v1; + gravityUp.Normalise(); + m_vecMoveSpeed -= GRAVITY * CTimer::GetTimeStep() * gravityUp; return; } -#endif m_vecMoveSpeed.z -= GRAVITY * CTimer::GetTimeStep(); } +//--LCS: done void CPhysical::ApplyFriction(void) { @@ -577,7 +597,7 @@ CPhysical::ApplyFriction(void) m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f); } -// --MIAMI: Proof-read once +//--LCS: done void CPhysical::ApplyAirResistance(void) { @@ -585,8 +605,8 @@ CPhysical::ApplyAirResistance(void) float f = Pow(m_fAirResistance, CTimer::GetTimeStep()); m_vecMoveSpeed *= f; m_vecTurnSpeed *= f; - }else if(GetStatus() != STATUS_GHOST){ - float f = Pow(1.0f/Abs(1.0f + m_fAirResistance*0.5f*m_vecMoveSpeed.MagnitudeSqr()), CTimer::GetTimeStep()); + }else{ + float f = Pow(1.0f - m_fAirResistance*m_vecMoveSpeed.Magnitude(), CTimer::GetTimeStep()); m_vecMoveSpeed *= f; m_vecTurnSpeed *= 0.99f; } @@ -2310,3 +2330,44 @@ CPhysical::ProcessCollision(void) m_fElasticity = savedElasticity; RemoveAndAdd(); } + + + +// TEMP old VC code until bikes are done +bool +CPhysical::ApplySpringCollisionAlt(float springConst, CVector &springDir, CVector &point, float springRatio, float bias, CVector &forceDir) +{ + float compression = 1.0f - springRatio; + if(compression > 0.0f){ + if(DotProduct(springDir, forceDir) > 0.0f) + forceDir *= -1.0f; + float step = Min(CTimer::GetTimeStep(), 3.0f); + float impulse = GRAVITY*m_fMass*step * springConst * compression * bias*2.0f; + if(bIsHeavy) + impulse *= 0.75f; + ApplyMoveForce(forceDir*impulse); + ApplyTurnForce(forceDir*impulse, point); + } + return true; +} +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; + if(bIsHeavy) + impulse *= 2.0f; + + // 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; +} |