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https://github.com/GTAmodding/re3.git
synced 2021-02-19 17:49:54 +01:00
fixes to CBoat
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a1356f1001
commit
575f35f2c4
@ -259,6 +259,14 @@ public:
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m_matrix.at.y = 0.0f;
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m_matrix.at.z = 1.0f;
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}
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void SetTranslateOnly(float x, float y, float z) {
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m_matrix.pos.x = x;
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m_matrix.pos.y = y;
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m_matrix.pos.z = z;
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}
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void SetTranslateOnly(const CVector& pos) {
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SetTranslateOnly(pos.x, pos.y, pos.z);
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}
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};
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@ -47,7 +47,7 @@ CBoat::CBoat(int mi, uint8 owner) : CVehicle(owner)
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m_fBrake = 0.0f;
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m_fSteeringLeftRight = 0.0f;
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m_nPadID = 0;
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m_fMovingHiRotation = 0.0f;
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m_fMovingRotation = 0.0f;
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SetModelIndex(mi);
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pHandling = mod_HandlingManager.GetHandlingData((eHandlingId)minfo->m_handlingId);
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@ -63,11 +63,11 @@ CBoat::CBoat(int mi, uint8 owner) : CVehicle(owner)
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m_fGasPedal = 0.0f;
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m_fBrakePedal = 0.0f;
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m_fPropellerZ = 0.25f;
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m_fPropellerY = 0.35f;
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m_waterMoveDrag = CVector(0.7f, 0.998f, 0.999f);
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m_waterTurnDrag = CVector(0.85f, 0.96f, 0.96f);
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_unk2 = false;
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m_fThrustZ = 0.25f;
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m_fThrustY = 0.35f;
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m_vecMoveRes = CVector(0.7f, 0.998f, 0.999f);
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m_vecTurnRes = CVector(0.85f, 0.96f, 0.96f);
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m_boat_unused3 = false;
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m_fVolumeUnderWater = 7.0f;
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m_fPrevVolumeUnderWater = 7.0f;
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@ -79,7 +79,7 @@ CBoat::CBoat(int mi, uint8 owner) : CVehicle(owner)
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bIsInWater = true;
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m_phys_unused1 = 0.0f;
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m_boat_unused2 = 0;
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m_bIsAnchored = true;
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m_fOrientation = INVALID_ORIENTATION;
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bTouchingWater = true;
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@ -290,7 +290,7 @@ CBoat::ProcessControl(void)
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}
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// Handle boat moving forward
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if(Abs(m_fGasPedal) > 0.05f || m_vecMoveSpeed.Magnitude() > 0.01f){
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if(Abs(m_fGasPedal) > 0.05f || m_vecMoveSpeed.Magnitude2D() > 0.01f){
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if(bBoatInWater)
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AddWakePoint(GetPosition());
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@ -299,7 +299,7 @@ CBoat::ProcessControl(void)
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steerFactor = 1.0f - DotProduct(m_vecMoveSpeed, GetForward())*0.3f;
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if(steerFactor < 0.0f) steerFactor = 0.0f;
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CVector propeller(0.0f, -pHandling->Dimension.y*m_fPropellerY, -pHandling->Dimension.z*m_fPropellerZ);
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CVector propeller(0.0f, -pHandling->Dimension.y*m_fThrustY, -pHandling->Dimension.z*m_fThrustZ);
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propeller = Multiply3x3(GetMatrix(), propeller);
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CVector propellerWorld = GetPosition() + propeller;
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@ -396,7 +396,7 @@ CBoat::ProcessControl(void)
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}
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}else if(!onLand){
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float force = 50.0f*DotProduct(m_vecMoveSpeed, GetForward());
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if(force > 10.0f) force = 10.0f;
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force = Min(force, 10.0f);
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CVector propellerForce = propellerDepth * Multiply3x3(GetMatrix(), force*CVector(-steerSin, 0.0f, 0.0f));
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ApplyMoveForce(propellerForce * CTimer::GetTimeStep()*0.5f);
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ApplyTurnForce(propellerForce * CTimer::GetTimeStep()*0.5f, propeller);
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@ -415,9 +415,9 @@ CBoat::ProcessControl(void)
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ApplyWaterResistance();
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// No idea what exactly is going on here besides drag in YZ
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float fx = Pow(m_waterTurnDrag.x, CTimer::GetTimeStep());
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float fy = Pow(m_waterTurnDrag.y, CTimer::GetTimeStep());
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float fz = Pow(m_waterTurnDrag.z, CTimer::GetTimeStep());
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float fx = Pow(m_vecTurnRes.x, CTimer::GetTimeStep());
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float fy = Pow(m_vecTurnRes.y, CTimer::GetTimeStep());
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float fz = Pow(m_vecTurnRes.z, CTimer::GetTimeStep());
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m_vecTurnSpeed = Multiply3x3(m_vecTurnSpeed, GetMatrix()); // invert - to local space
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// TODO: figure this out
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float magic = 1.0f/(1000.0f * SQR(m_vecTurnSpeed.x) + 1.0f) * fx;
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@ -525,7 +525,7 @@ CBoat::ProcessControl(void)
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// is this some inlined CPlaceable method?
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CVector pos = GetPosition();
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GetMatrix().RotateZ(m_fOrientation - GetForward().Heading());
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GetMatrix().GetPosition() = pos;
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GetMatrix().SetTranslateOnly(pos);
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}
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}
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@ -562,12 +562,12 @@ CBoat::ApplyWaterResistance(void)
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{
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float fwdSpeed = DotProduct(GetMoveSpeed(), GetForward());
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// TODO: figure out how this works
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float magic = (SQR(fwdSpeed) + 0.05f) * (0.001f * SQR(m_fVolumeUnderWater) * m_fMass) + 1.0f;
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float resistance = 0.001f * SQR(m_fVolumeUnderWater) * m_fMass;
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float magic = (SQR(fwdSpeed) + 0.05f) * resistance + 1.0f;
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magic = Abs(magic);
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// FRAMETIME
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float fx = Pow(m_waterMoveDrag.x/magic, 0.5f*CTimer::GetTimeStep());
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float fy = Pow(m_waterMoveDrag.y/magic, 0.5f*CTimer::GetTimeStep());
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float fz = Pow(m_waterMoveDrag.z/magic, 0.5f*CTimer::GetTimeStep());
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float fx = Pow(m_vecMoveRes.x/magic, 0.5f*CTimer::GetTimeStep());
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float fy = Pow(m_vecMoveRes.y/magic, 0.5f*CTimer::GetTimeStep());
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float fz = Pow(m_vecMoveRes.z/magic, 0.5f*CTimer::GetTimeStep());
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m_vecMoveSpeed = Multiply3x3(m_vecMoveSpeed, GetMatrix()); // invert - to local space
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m_vecMoveSpeed.x *= fx;
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@ -685,7 +685,7 @@ CBoat::BlowUpCar(CEntity *culprit)
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dist.Normalise();
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if(GetUp().z > 0.0f)
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dist += GetUp();
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obj->GetMatrix().GetPosition() += GetUp();
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obj->GetMatrix().GetPosition() += dist;
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CWorld::Add(obj);
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@ -707,7 +707,7 @@ CBoat::Render()
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matrix.Attach(RwFrameGetMatrix(m_aBoatNodes[BOAT_MOVING]));
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CVector pos = matrix.GetPosition();
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matrix.SetRotateZ(m_fMovingHiRotation);
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matrix.SetRotateZ(m_fMovingRotation);
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matrix.Translate(pos);
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matrix.UpdateRW();
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@ -715,20 +715,20 @@ CBoat::Render()
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RpAtomicRender((RpAtomic*)GetFirstObject(m_aBoatNodes[BOAT_MOVING]));
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}
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}
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m_fMovingHiRotation += 0.05f;
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m_fMovingRotation += 0.05f;
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((CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()))->SetVehicleColour(m_currentColour1, m_currentColour2);
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if (!CVehicle::bWheelsOnlyCheat)
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CEntity::Render();
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RwIm3DVertexSetRGBA(&KeepWaterOutVertices[0], 255, 255, 255, 255);
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KeepWaterOutIndices[0] = 0;
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RwIm3DVertexSetRGBA(&KeepWaterOutVertices[1], 255, 255, 255, 255);
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KeepWaterOutIndices[1] = 2;
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RwIm3DVertexSetRGBA(&KeepWaterOutVertices[2], 255, 255, 255, 255);
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KeepWaterOutIndices[2] = 1;
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RwIm3DVertexSetRGBA(&KeepWaterOutVertices[3], 255, 255, 255, 255);
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KeepWaterOutIndices[3] = 1;
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KeepWaterOutIndices[4] = 2;
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KeepWaterOutIndices[5] = 3;
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RwIm3DVertexSetRGBA(&KeepWaterOutVertices[0], 255, 255, 255, 255);
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RwIm3DVertexSetRGBA(&KeepWaterOutVertices[1], 255, 255, 255, 255);
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RwIm3DVertexSetRGBA(&KeepWaterOutVertices[2], 255, 255, 255, 255);
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RwIm3DVertexSetRGBA(&KeepWaterOutVertices[3], 255, 255, 255, 255);
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switch (GetModelIndex()) {
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case MI_SPEEDER:
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RwIm3DVertexSetPos(&KeepWaterOutVertices[0], -1.15f, 3.61f, 1.03f);
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@ -6,33 +6,34 @@ enum eBoatNodes
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{
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BOAT_MOVING = 1,
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BOAT_RUDDER,
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BOAT_WINDSCREEN
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BOAT_WINDSCREEN,
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NUM_BOAT_NODES
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};
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class CBoat : public CVehicle
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{
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public:
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// 0x288
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float m_fPropellerZ;
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float m_fPropellerY;
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CVector m_waterMoveDrag;
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CVector m_waterTurnDrag;
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float m_fMovingHiRotation;
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int32 _unk0;
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RwFrame *m_aBoatNodes[4];
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float m_fThrustZ;
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float m_fThrustY;
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CVector m_vecMoveRes;
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CVector m_vecTurnRes;
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float m_fMovingRotation;
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int32 m_boat_unused1;
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RwFrame *m_aBoatNodes[NUM_BOAT_NODES];
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uint8 bBoatInWater : 1;
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uint8 bPropellerInWater : 1;
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bool m_bIsAnchored;
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float m_fOrientation;
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int32 _unk1;
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int32 m_boat_unused2;
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float m_fDamage;
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CEntity *m_pSetOnFireEntity;
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bool _unk2;
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bool m_boat_unused3;
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float m_fAccelerate;
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float m_fBrake;
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float m_fSteeringLeftRight;
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uint8 m_nPadID;
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int32 _unk3;
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int32 m_boat_unused4;
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float m_fVolumeUnderWater;
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CVector m_vecBuoyancePoint;
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float m_fPrevVolumeUnderWater;
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@ -9,10 +9,10 @@
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cBuoyancy mod_Buoyancy;
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static float fVolMultiplier = 1.0f;
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float fVolMultiplier = 1.0f;
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// amount of boat volume in bounding box
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// 1.0-volume is the empty space in the bbox
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static float fBoatVolumeDistribution[9] = {
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float fBoatVolumeDistribution[9] = {
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// rear
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0.75f, 0.9f, 0.75f,
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0.95f, 1.0f, 0.95f,
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