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authorSergeanur <s.anureev@yandex.ua>2021-01-13 14:56:25 +0200
committerSergeanur <s.anureev@yandex.ua>2021-01-13 14:56:25 +0200
commitff057838ec8f2f03b6990a87ca30e85ca45daafb (patch)
tree38af6623091aed50390109799d7f8b0ea28d2224 /src/entities
parent94f25a429fb29eeaf6e7ccd21906ffcff45ebc38 (diff)
parent0e9a44dd43441c081266665c74a150afa0386858 (diff)
Merge branch 'miami' into lcs
* miami: Fix backface culling of cutscene objects more renames anim velocity union rename m_vehEnterType -> m_vehDoor Port cmake improvements to miami some loose ends move TODO to Readme Fix build without FIX_BUGS, divide to 0 fixes
Diffstat (limited to 'src/entities')
-rw-r--r--src/entities/Physical.cpp37
1 files changed, 36 insertions, 1 deletions
diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp
index 706b469c..07d1d0b4 100644
--- a/src/entities/Physical.cpp
+++ b/src/entities/Physical.cpp
@@ -883,9 +883,13 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
if(B->GetStatus() == STATUS_PLAYER)
pointposB *= 0.8f;
if(CWorld::bNoMoreCollisionTorque){
- // BUG: the game actually uses A here, but this can't be right
+#ifdef FIX_BUGS
B->ApplyFrictionMoveForce(fB*-0.3f);
B->ApplyFrictionTurnForce(fB*-0.3f, pointposB);
+#else
+ A->ApplyFrictionMoveForce(fB*-0.3f);
+ A->ApplyFrictionTurnForce(fB*-0.3f, pointposB);
+#endif
}
}
if(!A->bInfiniteMass){
@@ -1054,7 +1058,13 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
fOtherSpeedA = vOtherSpeedA.Magnitude();
fOtherSpeedB = vOtherSpeedB.Magnitude();
+#ifdef FIX_BUGS // division by 0
+ frictionDir = vOtherSpeedA;
+ frictionDir.Normalise();
+#else
frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
+#endif
+
speedSum = (B->m_fMass*fOtherSpeedB + A->m_fMass*fOtherSpeedA)/(B->m_fMass + A->m_fMass);
if(fOtherSpeedA > speedSum){
impulseA = (speedSum - fOtherSpeedA) * A->m_fMass;
@@ -1084,7 +1094,12 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
fOtherSpeedA = vOtherSpeedA.Magnitude();
fOtherSpeedB = vOtherSpeedB.Magnitude();
+#ifdef FIX_BUGS // division by 0
+ frictionDir = vOtherSpeedA;
+ frictionDir.Normalise();
+#else
frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
+#endif
float massB = B->GetMass(pointposB, frictionDir);
speedSum = (massB*fOtherSpeedB + A->m_fMass*fOtherSpeedA)/(massB + A->m_fMass);
if(fOtherSpeedA > speedSum){
@@ -1112,7 +1127,12 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
fOtherSpeedA = vOtherSpeedA.Magnitude();
fOtherSpeedB = vOtherSpeedB.Magnitude();
+#ifdef FIX_BUGS // division by 0
+ frictionDir = vOtherSpeedA;
+ frictionDir.Normalise();
+#else
frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
+#endif
float massA = A->GetMass(pointposA, frictionDir);
speedSum = (B->m_fMass*fOtherSpeedB + massA*fOtherSpeedA)/(B->m_fMass + massA);
if(fOtherSpeedA > speedSum){
@@ -1140,7 +1160,12 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
fOtherSpeedA = vOtherSpeedA.Magnitude();
fOtherSpeedB = vOtherSpeedB.Magnitude();
+#ifdef FIX_BUGS // division by 0
+ frictionDir = vOtherSpeedA;
+ frictionDir.Normalise();
+#else
frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
+#endif
float massA = A->GetMass(pointposA, frictionDir);
float massB = B->GetMass(pointposB, frictionDir);
speedSum = (massB*fOtherSpeedB + massA*fOtherSpeedA)/(massB + massA);
@@ -1178,7 +1203,12 @@ CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint)
fOtherSpeed = vOtherSpeed.Magnitude();
if(fOtherSpeed > 0.0f){
+#ifdef FIX_BUGS // division by 0
+ frictionDir = vOtherSpeed;
+ frictionDir.Normalise();
+#else
frictionDir = vOtherSpeed * (1.0f/fOtherSpeed);
+#endif
// not really impulse but speed
// maybe use ApplyFrictionMoveForce instead?
fImpulse = -fOtherSpeed;
@@ -1196,7 +1226,12 @@ CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint)
fOtherSpeed = vOtherSpeed.Magnitude();
if(fOtherSpeed > 0.0f){
+#ifdef FIX_BUGS // division by 0
+ frictionDir = vOtherSpeed;
+ frictionDir.Normalise();
+#else
frictionDir = vOtherSpeed * (1.0f/fOtherSpeed);
+#endif
fImpulse = -fOtherSpeed * m_fMass;
impulseLimit = adhesiveLimit*CTimer::GetTimeStep() * 1.5;
if(fImpulse < -impulseLimit) fImpulse = -impulseLimit;