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147 lines
5.0 KiB
C++
147 lines
5.0 KiB
C++
#pragma once
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#include "Lists.h"
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#include "Timer.h"
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#include "Entity.h"
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#include "Treadable.h"
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enum {
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PHYSICAL_MAX_COLLISIONRECORDS = 6
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};
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class CPhysical : public CEntity
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{
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public:
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// The not properly indented fields haven't been checked properly yet
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int uAudioEntityId;
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float unk1;
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CTreadable *m_carTreadable;
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CTreadable *m_pedTreadable;
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uint32 m_nLastTimeCollided;
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CVector m_vecMoveSpeed; // velocity
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CVector m_vecTurnSpeed; // angular velocity
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CVector m_vecMoveFriction;
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CVector m_vecTurnFriction;
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CVector m_vecMoveSpeedAvg;
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CVector m_vecTurnSpeedAvg;
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float m_fMass;
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float m_fTurnMass; // moment of inertia
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float fForceMultiplier;
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float m_fAirResistance;
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float m_fElasticity;
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float m_fBuoyancy;
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CVector m_vecCentreOfMass;
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CEntryInfoList m_entryInfoList;
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CPtrNode *m_movingListNode;
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char field_EC;
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uint8 m_nStaticFrames;
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uint8 m_nCollisionRecords;
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bool field_EF;
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CEntity *m_aCollisionRecords[PHYSICAL_MAX_COLLISIONRECORDS];
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float m_fDistanceTravelled;
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// damaged piece
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float m_fDamageImpulse;
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CEntity *m_pDamageEntity;
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CVector m_vecDamageNormal;
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int16 m_nDamagePieceType;
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uint8 bIsHeavy : 1;
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uint8 bAffectedByGravity : 1;
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uint8 bInfiniteMass : 1;
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uint8 bIsInWater : 1;
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uint8 m_phy_flagA10 : 1;
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uint8 m_phy_flagA20 : 1;
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uint8 bHitByTrain : 1; // from nick
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uint8 m_phy_flagA80 : 1;
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uint8 m_nLastCollType;
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uint8 m_nZoneLevel;
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uint8 pad[3];
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CPhysical(void);
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~CPhysical(void);
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// from CEntity
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void Add(void);
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void Remove(void);
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CRect GetBoundRect(void);
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void ProcessControl(void);
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virtual int32 ProcessEntityCollision(CEntity *ent, CColPoint *point);
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void RemoveAndAdd(void);
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void AddToMovingList(void);
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void RemoveFromMovingList(void);
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void SetDamagedPieceRecord(uint16 piece, float impulse, CEntity *entity, CVector dir);
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void AddCollisionRecord(CEntity *ent);
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void AddCollisionRecord_Treadable(CEntity *ent);
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bool GetHasCollidedWith(CEntity *ent);
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void RemoveRefsToEntity(CEntity *ent);
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float GetDistanceSq(void) { return m_vecMoveSpeed.MagnitudeSqr() * sq(CTimer::GetTimeStep()); }
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// get speed of point p relative to entity center
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CVector GetSpeed(const CVector &r);
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CVector GetSpeed(void) { return GetSpeed(CVector(0.0f, 0.0f, 0.0f)); }
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float GetMass(const CVector &pos, const CVector &dir) {
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return 1.0f / (CrossProduct(pos, dir).MagnitudeSqr()/m_fTurnMass +
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1.0f/m_fMass);
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}
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float GetMassTime(const CVector &pos, const CVector &dir, float t) {
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return 1.0f / (CrossProduct(pos, dir).MagnitudeSqr()/(m_fTurnMass*t) +
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1.0f/(m_fMass*t));
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}
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void UnsetIsInSafePosition(void) {
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m_vecMoveSpeed *= -1.0f;
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m_vecTurnSpeed *= -1.0f;
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ApplyTurnSpeed();
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ApplyMoveSpeed();
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m_vecMoveSpeed *= -1.0f;
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m_vecTurnSpeed *= -1.0f;
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bIsInSafePosition = false;
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}
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void ApplyMoveSpeed(void);
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void ApplyTurnSpeed(void);
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// Force actually means Impulse here
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void ApplyMoveForce(float jx, float jy, float jz);
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void ApplyMoveForce(const CVector &j) { ApplyMoveForce(j.x, j.y, j.z); }
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// v(x,y,z) is direction of force, p(x,y,z) is point relative to model center where force is applied
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void ApplyTurnForce(float jx, float jy, float jz, float rx, float ry, float rz);
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// v is direction of force, p is point relative to model center where force is applied
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void ApplyTurnForce(const CVector &j, const CVector &p) { ApplyTurnForce(j.x, j.y, j.z, p.x, p.y, p.z); }
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void ApplyFrictionMoveForce(float jx, float jy, float jz);
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void ApplyFrictionMoveForce(const CVector &j) { ApplyFrictionMoveForce(j.x, j.y, j.z); }
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void ApplyFrictionTurnForce(float jx, float jy, float jz, float rx, float ry, float rz);
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void ApplyFrictionTurnForce(const CVector &j, const CVector &p) { ApplyFrictionTurnForce(j.x, j.y, j.z, p.x, p.y, p.z); }
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void ApplySpringCollision(float f1, CVector &v, CVector &p, float f2, float f3);
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void ApplyGravity(void);
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void ApplyFriction(void);
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void ApplyAirResistance(void);
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bool ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, float &impulseB);
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bool ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CVector &moveSpeed, CVector &turnSpeed);
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bool ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint);
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bool ApplyFriction(float adhesiveLimit, CColPoint &colpoint);
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bool ProcessShiftSectorList(CPtrList *ptrlists);
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bool ProcessCollisionSectorList_SimpleCar(CPtrList *lists);
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bool ProcessCollisionSectorList(CPtrList *lists);
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bool CheckCollision(void);
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bool CheckCollision_SimpleCar(void);
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void ProcessShift(void);
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void ProcessCollision(void);
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// to make patching virtual functions possible
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void Add_(void) { CPhysical::Add(); }
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void Remove_(void) { CPhysical::Remove(); }
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CRect GetBoundRect_(void) { return CPhysical::GetBoundRect(); }
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void ProcessControl_(void) { CPhysical::ProcessControl(); }
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void ProcessShift_(void) { CPhysical::ProcessShift(); }
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void ProcessCollision_(void) { CPhysical::ProcessCollision(); }
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int32 ProcessEntityCollision_(CEntity *ent, CColPoint *point) { return CPhysical::ProcessEntityCollision(ent, point); }
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};
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static_assert(sizeof(CPhysical) == 0x128, "CPhysical: error");
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