2018-12-12 11:51:49 +00:00
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/* <SA-MP Objects Physics - Handle collisions and more.>
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Copyright (C) <2013> <Peppe, Lorenc_>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>. */
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#include <modelsizes>
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#pragma compress 1
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2023-12-28 22:48:17 +00:00
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#include <YSI_Data/y_iterate>
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2018-12-12 11:51:49 +00:00
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#if !defined PHY_TIMER_INTERVAL
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2019-03-01 22:12:42 +00:00
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#define PHY_TIMER_INTERVAL (50.0)
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2018-12-12 11:51:49 +00:00
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#endif
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#if !defined PHY_MAX_OBJECTS
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#define PHY_MAX_OBJECTS (1024)
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#endif
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#if !defined PHY_MAX_WALLS
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#define PHY_MAX_WALLS (512)
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#endif
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#if !defined PHY_MAX_CYLINDERS
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#define PHY_MAX_CYLINDERS (512)
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#endif
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#define PHY_MODE_3D (0)
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#define PHY_MODE_2D (1)
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#if !defined FLOAT_INFINITY
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#define FLOAT_INFINITY (Float:0x7F800000)
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#endif
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#if !defined FLOAT_NEG_INFINITY
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#define FLOAT_NEG_INFINITY (Float:0xFF800000)
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#endif
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#if !defined FLOAT_NAN
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#define FLOAT_NAN (Float:0xFFFFFFFF)
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#endif
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/* Callbacks */
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forward PHY_OnObjectUpdate(handleid);
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forward PHY_OnObjectCollideWithObject(handleid_a, handleid_b);
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forward PHY_OnObjectCollideWithZBound(handleid, lowhigh); // low bound = 0, high bound = 1
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forward PHY_OnObjectCollideWithWall(handleid, wallid);
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forward PHY_OnObjectCollideWithCylinder(handleid, cylinderid);
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forward PHY_OnObjectCollideWithPlayer(handleid, playerid);
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enum E_PHY_OBJECT
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{
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PHY_Created,
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PHY_DynamicObject,
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PHY_World,
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Float:PHY_Size,
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Float:PHY_Mass,
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Float:PHY_VX,
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Float:PHY_VY,
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Float:PHY_VZ,
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Float:PHY_AX,
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Float:PHY_AY,
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Float:PHY_AZ,
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Float:PHY_Friction,
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Float:PHY_AirResistance,
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Float:PHY_Gravity,
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Float:PHY_LowZBound,
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/*Float:PHY_LowZRX,
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Float:PHY_LowZRY,*/
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Float:PHY_HighZBound,
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Float:PHY_BoundConst,
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Float:PHY_PlayerConst,
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Float:PHY_PlayerDist,
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Float:PHY_PlayerLowZ,
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Float:PHY_PlayerHighZ,
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PHY_Mode,
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bool:PHY_Rolling,
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bool:PHY_Object_Ghost_Objects,
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bool:PHY_Object_Ghost_Walls,
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bool:PHY_Object_Ghost_Cylinders,
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bool:PHY_Object_Player_Collision
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}
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new
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PHY_Object[PHY_MAX_OBJECTS][E_PHY_OBJECT],
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Iterator:ITER_Object<PHY_MAX_OBJECTS>;
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enum E_PHY_WALL
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{
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PHY_Created,
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PHY_World,
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Float:PHY_X1,
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Float:PHY_Y1,
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Float:PHY_X2,
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Float:PHY_Y2,
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Float:PHY_Z1,
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Float:PHY_Z2,
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Float:PHY_BounceConst,
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Float:PHY_ANG
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}
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new
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PHY_Wall[PHY_MAX_WALLS][E_PHY_WALL],
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Iterator:ITER_Wall<PHY_MAX_WALLS>;
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enum E_PHY_CYLINDER
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{
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PHY_Created,
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PHY_World,
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Float:PHY_X,
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Float:PHY_Y,
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Float:PHY_Z1,
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Float:PHY_Z2,
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Float:PHY_Size,
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Float:PHY_BounceConst
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}
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new
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PHY_Cylinder[PHY_MAX_CYLINDERS][E_PHY_CYLINDER],
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Iterator:ITER_Cylinder<PHY_MAX_CYLINDERS>;
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enum E_PHY_PLAYER
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{
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PHY_World
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}
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new
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PHY_Player[MAX_PLAYERS][E_PHY_PLAYER];
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/* Macros are self-explanatory */
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#define PHY_IsHandleValid(%1) (%1 != ITER_NONE && Iter_Contains(ITER_Object, %1))
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#define PHY_IsHandleUsing3D(%1) (PHY_Object[%1][PHY_Mode] == PHY_MODE_3D)
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#define PHY_IsHandleGhostWithObjects(%1) (PHY_Object[%1][PHY_Object_Ghost_Objects])
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#define PHY_IsHandleGhostWithWalls(%1) (PHY_Object[%1][PHY_Object_Ghost_Walls])
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#define PHY_IsHandleGhostWithCylinders(%1) (PHY_Object[%1][PHY_Object_Ghost_Cylinders])
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#define PHY_IsHandleCollidingWithPlayers(%1) (PHY_Object[%1][PHY_Object_Player_Collision])
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#define PHY_IsHandleMoving(%1) (PHY_Object[%1][PHY_VX] != 0.0 || PHY_Object[%1][PHY_VY] != 0.0 || PHY_Object[%1][PHY_VZ] != 0.0)
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#define PHY_IsHandleRolling(%1) (PHY_Object[%1][PHY_Rolling])
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#define PHY_GetHandleFriction(%1) (PHY_Object[%1][PHY_Friction])
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#define PHY_GetHandleAirResistance(%1) (PHY_Object[%1][PHY_AirResistance])
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#define PHY_GetHandleGravity(%1) (PHY_Object[%1][PHY_Gravity])
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#define PHY_GetHandleMode(%1) (PHY_Object[%1][PHY_Mode])
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#define PHY_GetHandleObject(%1) (PHY_Object[%1][PHY_DynamicObject])
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static
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cb_Connect;
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public OnGameModeInit()
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{
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SetTimer("PHY_CoreTimer", floatround(PHY_TIMER_INTERVAL), true);
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cb_Connect = funcidx("PHY_OnPlayerConnect") != -1;
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if(funcidx("PHY_OnGameModeInit") != -1)
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return CallLocalFunction("PHY_OnGameModeInit", "");
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return 1;
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}
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public OnPlayerConnect(playerid)
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{
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PHY_Player[playerid][PHY_World] = 0;
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if(cb_Connect)
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return CallLocalFunction("PHY_OnPlayerConnect", "i", playerid);
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return 1;
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}
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forward PHY_CoreTimer();
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public PHY_CoreTimer()
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{
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new
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Float:x,
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Float:y,
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Float:z,
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Float:x1,
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Float:y1,
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Float:z1,
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Float:xclosest,
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Float:yclosest,
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Float:x2,
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Float:y2,
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Float:z2,
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Float:speed,
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Float:dx,
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Float:dy,
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Float:dz,
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Float:dist,
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Float:maxdist,
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Float:angle,
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Float:moveangle,
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Float:dvx,
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Float:dvy,
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Float:dvz,
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Float:mag,
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Float:tmpvx,
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Float:tmpvy,
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Float:tmpvz,
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Float:newvy1,
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Float:newvy2,
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Float:newvx1,
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Float:newvx2,
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Float:newvz1,
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Float:newvz2;
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foreach(new a : ITER_Object)
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{
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if (!Iter_Count(ITER_Object)) {
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printf("\n\n\n[DEBUG A] !!!! INFINITE LOOP %d %d !!!!\n\n\n", GetTickCount( ), Iter_Count(ITER_Object));
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return 1;
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}
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if(PHY_Object[a][PHY_Created])
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{
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new
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obj_a = PHY_Object[a][PHY_DynamicObject];
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GetDynamicObjectPos(obj_a, x, y, z);
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x1 = x + PHY_Object[a][PHY_VX] * (PHY_TIMER_INTERVAL/1000.0);
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y1 = y + PHY_Object[a][PHY_VY] * (PHY_TIMER_INTERVAL/1000.0);
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// 3D Mode
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if(PHY_GetHandleMode(a) == PHY_MODE_3D)
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{
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z1 = z + PHY_Object[a][PHY_VZ] * (PHY_TIMER_INTERVAL/1000.0);
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if(z1 > PHY_Object[a][PHY_HighZBound])
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{
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if(PHY_Object[a][PHY_VZ] > 0.0)
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{
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PHY_Object[a][PHY_VZ] = -PHY_Object[a][PHY_VZ] * PHY_Object[a][PHY_BoundConst];
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CallLocalFunction("PHY_OnObjectCollideWithZBound", "dd", a, 1);
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}
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z1 = PHY_Object[a][PHY_HighZBound];
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}
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else if(z1 < PHY_Object[a][PHY_LowZBound])
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{
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if(PHY_Object[a][PHY_VZ] < 0.0)
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{
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PHY_Object[a][PHY_VZ] = -PHY_Object[a][PHY_VZ] * PHY_Object[a][PHY_BoundConst];
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CallLocalFunction("PHY_OnObjectCollideWithZBound", "dd", a, 0.0);
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}
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z1 = PHY_Object[a][PHY_LowZBound];
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}
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if(PHY_GetHandleGravity(a) != 0.0)
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{
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if(PHY_Object[a][PHY_VZ] > 0.0)
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{
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PHY_Object[a][PHY_VZ] -= PHY_Object[a][PHY_Gravity] * (PHY_TIMER_INTERVAL/1000.0);
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if(PHY_Object[a][PHY_VZ] < 0.0)
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PHY_Object[a][PHY_VZ] = 0.0;
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}
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else
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PHY_Object[a][PHY_VZ] -= PHY_Object[a][PHY_Gravity] * (PHY_TIMER_INTERVAL/1000.0);
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}
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}
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else
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z1 = z;
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// 2D mode
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if(PHY_IsHandleMoving(a))
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{
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if(!PHY_IsHandleGhostWithObjects(a))
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{
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foreach(new b : ITER_Object)
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{
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if (!Iter_Count(ITER_Object)) {
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printf("\n\n\n[DEBUG B] !!!! INFINITE LOOP %d %d !!!!\n\n\n", GetTickCount( ), Iter_Count(ITER_Object));
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return 1;
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}
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if(PHY_Object[b][PHY_Created])
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{
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if(a != b && !PHY_IsHandleGhostWithObjects(b) && (!PHY_Object[a][PHY_World] || !PHY_Object[b][PHY_World] || PHY_Object[a][PHY_World] == PHY_Object[b][PHY_World]))
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{
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new
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obj_b = PHY_Object[b][PHY_DynamicObject];
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GetDynamicObjectPos(obj_b, x2, y2, z2);
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dx = x1 - x2;
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dy = y1 - y2;
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dz = (PHY_GetHandleMode(a) == PHY_MODE_3D && PHY_GetHandleMode(b) == PHY_MODE_3D) ? (z1 - z2) : (0.0);
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dist = (dx * dx) + (dy * dy) + (dz * dz);
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maxdist = PHY_Object[a][PHY_Size] + PHY_Object[b][PHY_Size];
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if(dist < (maxdist * maxdist))
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{
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dvx = PHY_Object[a][PHY_VX] - PHY_Object[b][PHY_VX];
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dvy = PHY_Object[a][PHY_VY] - PHY_Object[b][PHY_VY];
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dvz = PHY_Object[a][PHY_VZ] - PHY_Object[b][PHY_VZ];
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mag = dvx * dx + dvy * dy + dvz * dz;
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if(mag < 0.0)
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{
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newvx1 = PHY_Object[a][PHY_VX];
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newvy1 = PHY_Object[a][PHY_VY];
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newvz1 = PHY_Object[a][PHY_VZ];
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newvx2 = PHY_Object[b][PHY_VX];
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newvy2 = PHY_Object[b][PHY_VY];
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newvz2 = PHY_Object[b][PHY_VZ];
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projectVonU(PHY_Object[a][PHY_VX], PHY_Object[a][PHY_VY], PHY_Object[a][PHY_VZ], dx, dy, dz, tmpvx, tmpvy, tmpvz);
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newvx1 -= tmpvx;
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newvy1 -= tmpvy;
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newvz1 -= tmpvz;
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projectVonU(PHY_Object[b][PHY_VX], PHY_Object[b][PHY_VY], PHY_Object[b][PHY_VZ], -dx, -dy, -dz, tmpvx, tmpvy, tmpvz);
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tmpvx = ((PHY_Object[a][PHY_Mass] - PHY_Object[b][PHY_Mass]) * PHY_Object[a][PHY_VX] + 2 * PHY_Object[b][PHY_Mass] * tmpvx) / (PHY_Object[a][PHY_Mass] + PHY_Object[b][PHY_Mass]);
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tmpvy = ((PHY_Object[a][PHY_Mass] - PHY_Object[b][PHY_Mass]) * PHY_Object[a][PHY_VY] + 2 * PHY_Object[b][PHY_Mass] * tmpvy) / (PHY_Object[a][PHY_Mass] + PHY_Object[b][PHY_Mass]);
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tmpvz = ((PHY_Object[a][PHY_Mass] - PHY_Object[b][PHY_Mass]) * PHY_Object[a][PHY_VZ] + 2 * PHY_Object[b][PHY_Mass] * tmpvz) / (PHY_Object[a][PHY_Mass] + PHY_Object[b][PHY_Mass]);
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newvx1 += tmpvx;
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newvy1 += tmpvy;
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newvz1 += tmpvz;
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projectVonU(PHY_Object[b][PHY_VX], PHY_Object[b][PHY_VY], PHY_Object[b][PHY_VZ], dx, dy, dz, tmpvx, tmpvy, tmpvz);
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newvx2 -= tmpvx;
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newvy2 -= tmpvy;
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newvz2 -= tmpvz;
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projectVonU(PHY_Object[a][PHY_VX], PHY_Object[a][PHY_VY], PHY_Object[a][PHY_VZ], -dx, -dy, -dz, tmpvx, tmpvy, tmpvz);
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tmpvx = ((PHY_Object[b][PHY_Mass] - PHY_Object[a][PHY_Mass]) * PHY_Object[b][PHY_VX] + 2 * PHY_Object[a][PHY_Mass] * tmpvx) / (PHY_Object[a][PHY_Mass] + PHY_Object[b][PHY_Mass]);
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tmpvy = ((PHY_Object[b][PHY_Mass] - PHY_Object[a][PHY_Mass]) * PHY_Object[b][PHY_VY] + 2 * PHY_Object[a][PHY_Mass] * tmpvy) / (PHY_Object[a][PHY_Mass] + PHY_Object[b][PHY_Mass]);
|
|
|
|
tmpvz = ((PHY_Object[b][PHY_Mass] - PHY_Object[a][PHY_Mass]) * PHY_Object[b][PHY_VZ] + 2 * PHY_Object[a][PHY_Mass] * tmpvz) / (PHY_Object[a][PHY_Mass] + PHY_Object[b][PHY_Mass]);
|
|
|
|
newvx2 += tmpvx;
|
|
|
|
newvy2 += tmpvy;
|
|
|
|
newvz2 += tmpvz;
|
|
|
|
|
|
|
|
PHY_Object[a][PHY_VX] = newvx1;
|
|
|
|
PHY_Object[a][PHY_VY] = newvy1;
|
|
|
|
PHY_Object[a][PHY_VZ] = newvz1;
|
|
|
|
|
|
|
|
PHY_Object[b][PHY_VX] = newvx2;
|
|
|
|
PHY_Object[b][PHY_VY] = newvy2;
|
|
|
|
PHY_Object[b][PHY_VZ] = newvz2;
|
|
|
|
|
|
|
|
CallLocalFunction("PHY_OnObjectCollideWithObject", "dd", a, b);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else Iter_SafeRemove(ITER_Object, b, b); //, printf("SAFE REMOVED B %d", b);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(!PHY_IsHandleGhostWithWalls(a))
|
|
|
|
{
|
|
|
|
foreach(new w : ITER_Wall)
|
|
|
|
{
|
|
|
|
if(PHY_Wall[w][PHY_Created])
|
|
|
|
{
|
|
|
|
if((!PHY_Object[a][PHY_World] || !PHY_Wall[w][PHY_World] || PHY_Object[a][PHY_World] == PHY_Wall[w][PHY_World]))
|
|
|
|
{
|
|
|
|
//dist = (y1 - PHY_Wall[w][PHY_M] * x1 - PHY_Wall[w][PHY_Q])/floatsqroot(1 + PHY_Wall[w][PHY_M] * PHY_Wall[w][PHY_M]);
|
|
|
|
//dist = (PHY_Wall[w][PHY_A] * x1 + PHY_Wall[w][PHY_B] * y1 + PHY_Wall[w][PHY_C])/floatsqroot(PHY_Wall[w][PHY_A] * PHY_Wall[w][PHY_A] + PHY_Wall[w][PHY_B] * PHY_Wall[w][PHY_B]);
|
|
|
|
angle = PHY_Wall[w][PHY_ANG];
|
|
|
|
if(PHY_Wall[w][PHY_Z1] - PHY_Object[a][PHY_Size] < z1 < PHY_Wall[w][PHY_Z2] + PHY_Object[a][PHY_Size] &&
|
|
|
|
(check_segment_intersection(PHY_Wall[w][PHY_X1], PHY_Wall[w][PHY_Y1], PHY_Wall[w][PHY_X2], PHY_Wall[w][PHY_Y2], x1, y1, PHY_Object[a][PHY_Size], xclosest, yclosest) || /* && floatabs(dist) < PHY_Object[a][PHY_Size]*/
|
|
|
|
check_segment_intersection(PHY_Wall[w][PHY_X1], PHY_Wall[w][PHY_Y1], PHY_Wall[w][PHY_X2], PHY_Wall[w][PHY_Y2], (x + x1)/2, (y + y1)/2, PHY_Object[a][PHY_Size], xclosest, yclosest)))
|
|
|
|
{
|
|
|
|
//mag = y1 + PHY_Object[a][PHY_Size] * floatcos(-moveangle, degrees) - (x1 + PHY_Object[a][PHY_Size] * floatsin(-moveangle, degrees)) * PHY_Wall[w][PHY_M] - PHY_Wall[w][PHY_Q];
|
|
|
|
//mag = PHY_Wall[w][PHY_A] * (x1 + PHY_Object[a][PHY_Size] * floatsin(-moveangle, degrees)) + PHY_Wall[w][PHY_B] * (y1 + PHY_Object[a][PHY_Size] * floatcos(-moveangle, degrees)) + PHY_Wall[w][PHY_C];
|
|
|
|
//if((dist >= 0) ? (mag <= 0) : (mag >= 0))
|
|
|
|
newvx1 = PHY_Wall[w][PHY_BounceConst] * (PHY_Object[a][PHY_VX] * floatcos(angle, degrees) - PHY_Object[a][PHY_VY] * floatsin(angle, degrees));
|
|
|
|
newvy1 = -PHY_Wall[w][PHY_BounceConst] * (PHY_Object[a][PHY_VX] * floatsin(angle, degrees) + PHY_Object[a][PHY_VY] * floatcos(angle, degrees));
|
|
|
|
angle = -angle;
|
|
|
|
PHY_Object[a][PHY_VX] = newvx1 * floatcos(angle, degrees) - newvy1 * floatsin(angle, degrees);
|
|
|
|
PHY_Object[a][PHY_VY] = newvx1 * floatsin(angle, degrees) + newvy1 * floatcos(angle, degrees);
|
|
|
|
|
|
|
|
angle = angle + (newvy1 > 0.0 ? 90.0 : -90.0);
|
|
|
|
x1 = xclosest + (PHY_Object[a][PHY_Size] + 0.001) * floatcos(angle, degrees);
|
|
|
|
y1 = yclosest + (PHY_Object[a][PHY_Size] + 0.001) * floatsin(angle, degrees);
|
|
|
|
|
|
|
|
CallLocalFunction("PHY_OnObjectCollideWithWall", "dd", a, w);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
Iter_SafeRemove(ITER_Wall, w, w);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(!PHY_IsHandleGhostWithCylinders(a))
|
|
|
|
{
|
|
|
|
foreach(new c : ITER_Cylinder)
|
|
|
|
{
|
|
|
|
if(PHY_Cylinder[c][PHY_Created])
|
|
|
|
{
|
|
|
|
if((!PHY_Object[a][PHY_World] || !PHY_Cylinder[c][PHY_World] || PHY_Object[a][PHY_World] == PHY_Cylinder[c][PHY_World]))
|
|
|
|
{
|
|
|
|
if(PHY_Cylinder[c][PHY_Z1] - PHY_Object[a][PHY_Size] < z1 < PHY_Cylinder[c][PHY_Z2] + PHY_Object[a][PHY_Size])
|
|
|
|
{
|
|
|
|
x2 = PHY_Cylinder[c][PHY_X];
|
|
|
|
y2 = PHY_Cylinder[c][PHY_Y];
|
|
|
|
dx = x1 - x2;
|
|
|
|
dy = y1 - y2;
|
|
|
|
dist = (dx * dx) + (dy * dy);
|
|
|
|
maxdist = PHY_Object[a][PHY_Size] + PHY_Cylinder[c][PHY_Size];
|
|
|
|
if(dist < (maxdist * maxdist))
|
|
|
|
{
|
|
|
|
mag = PHY_Object[a][PHY_VX] * dx + PHY_Object[a][PHY_VY] * dy;
|
|
|
|
|
|
|
|
if(mag < 0.0)
|
|
|
|
{
|
|
|
|
angle = -atan2(dy, dx);
|
|
|
|
newvx1 = -PHY_Cylinder[c][PHY_BounceConst] * (PHY_Object[a][PHY_VX] * floatcos(angle, degrees) - PHY_Object[a][PHY_VY] * floatsin(angle, degrees));
|
|
|
|
newvy1 = PHY_Cylinder[c][PHY_BounceConst] * (PHY_Object[a][PHY_VX] * floatsin(angle, degrees) + PHY_Object[a][PHY_VY] * floatcos(angle, degrees));
|
|
|
|
|
|
|
|
angle = -angle;
|
|
|
|
PHY_Object[a][PHY_VX] = newvx1 * floatcos(angle, degrees) - newvy1 * floatsin(angle, degrees);
|
|
|
|
PHY_Object[a][PHY_VY] = newvx1 * floatsin(angle, degrees) + newvy1 * floatcos(angle, degrees);
|
|
|
|
|
|
|
|
CallLocalFunction("PHY_OnObjectCollideWithCylinder", "dd", a, c);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
Iter_SafeRemove(ITER_Cylinder, c, c);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(PHY_IsHandleCollidingWithPlayers(a))
|
|
|
|
{
|
|
|
|
foreach(new i : Player)
|
|
|
|
{
|
|
|
|
if((!PHY_Object[a][PHY_World] || !PHY_Player[i][PHY_World] || PHY_Object[a][PHY_World] == PHY_Player[i][PHY_World]))
|
|
|
|
{
|
|
|
|
GetPlayerPos(i, x2, y2, z2);
|
|
|
|
|
|
|
|
if(z2 - PHY_Object[a][PHY_PlayerLowZ] - PHY_Object[a][PHY_Size] < z1 < z2 + PHY_Object[a][PHY_PlayerHighZ] + PHY_Object[a][PHY_Size])
|
|
|
|
{
|
|
|
|
dx = x1 - x2;
|
|
|
|
dy = y1 - y2;
|
|
|
|
dist = (dx * dx) + (dy * dy);
|
|
|
|
maxdist = PHY_Object[a][PHY_Size] + PHY_Object[a][PHY_PlayerDist];
|
|
|
|
if(dist < (maxdist * maxdist))
|
|
|
|
{
|
|
|
|
mag = PHY_Object[a][PHY_VX] * dx + PHY_Object[a][PHY_VY] * dy;
|
|
|
|
|
|
|
|
if(mag < 0.0)
|
|
|
|
{
|
|
|
|
angle = -atan2(dy, dx);
|
|
|
|
newvx1 = -PHY_Object[a][PHY_PlayerConst] * (PHY_Object[a][PHY_VX] * floatcos(angle, degrees) - PHY_Object[a][PHY_VY] * floatsin(angle, degrees));
|
|
|
|
newvy1 = PHY_Object[a][PHY_PlayerConst] * (PHY_Object[a][PHY_VX] * floatsin(angle, degrees) + PHY_Object[a][PHY_VY] * floatcos(angle, degrees));
|
|
|
|
|
|
|
|
angle = -angle;
|
|
|
|
PHY_Object[a][PHY_VX] = newvx1 * floatcos(angle, degrees) - newvy1 * floatsin(angle, degrees);
|
|
|
|
PHY_Object[a][PHY_VY] = newvx1 * floatsin(angle, degrees) + newvy1 * floatcos(angle, degrees);
|
|
|
|
|
|
|
|
CallLocalFunction("PHY_OnObjectCollideWithPlayer", "dd", a, i);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
moveangle = atan2(PHY_Object[a][PHY_VY], PHY_Object[a][PHY_VX]) - 90.0;
|
|
|
|
speed = floatsqroot(PHY_Object[a][PHY_VX] * PHY_Object[a][PHY_VX] + PHY_Object[a][PHY_VY] * PHY_Object[a][PHY_VY]);
|
|
|
|
if(PHY_GetHandleFriction(a) != 0.0 && z1 == PHY_Object[a][PHY_LowZBound])
|
|
|
|
{
|
|
|
|
speed -= PHY_Object[a][PHY_Friction] * (PHY_TIMER_INTERVAL/1000.0);
|
|
|
|
if(speed < 0.001)
|
|
|
|
speed = 0.0;
|
|
|
|
PHY_Object[a][PHY_VX] = speed * floatsin(-moveangle, degrees);
|
|
|
|
PHY_Object[a][PHY_VY] = speed * floatcos(-moveangle, degrees);
|
|
|
|
}
|
|
|
|
if(PHY_GetHandleAirResistance(a) != 0.0)
|
|
|
|
{
|
|
|
|
PHY_Object[a][PHY_VX] -= PHY_Object[a][PHY_VX] * PHY_Object[a][PHY_AirResistance] * (PHY_TIMER_INTERVAL/1000.0);
|
|
|
|
PHY_Object[a][PHY_VY] -= PHY_Object[a][PHY_VY] * PHY_Object[a][PHY_AirResistance] * (PHY_TIMER_INTERVAL/1000.0);
|
|
|
|
PHY_Object[a][PHY_VZ] -= PHY_Object[a][PHY_VZ] * PHY_Object[a][PHY_AirResistance] * (PHY_TIMER_INTERVAL/1000.0);
|
|
|
|
}
|
|
|
|
if(PHY_IsHandleRolling(a) && speed > 0.0)
|
|
|
|
PHY_ApplyRotation(a, speed, moveangle);
|
|
|
|
}
|
|
|
|
|
|
|
|
PHY_Object[a][PHY_VX] += PHY_Object[a][PHY_AX];
|
|
|
|
PHY_Object[a][PHY_VY] += PHY_Object[a][PHY_AY];
|
|
|
|
PHY_Object[a][PHY_VZ] += PHY_Object[a][PHY_AZ];
|
|
|
|
|
|
|
|
SetDynamicObjectPos(obj_a, x1, y1, z1);
|
|
|
|
CallLocalFunction("PHY_OnObjectUpdate", "d", a);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Iter_SafeRemove(ITER_Object, a, a); //, printf("SAFE REMOVED A %d", a);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/* Starts using physics for objectid.
|
|
|
|
modelid - object's modelid, used to get its size with modelsizes include.
|
|
|
|
mass - object's mass, it is like its weight and is used in collisions.
|
|
|
|
size - object's sphere radius, taken from modelsizes.inc by default.
|
|
|
|
mode - PHY_MODE_3D or PHY_MODE_2D. */
|
|
|
|
stock PHY_InitObject(objectid, modelid = 0, Float:mass = 1.0, Float:size = FLOAT_NAN, mode = PHY_MODE_3D)
|
|
|
|
{
|
|
|
|
new
|
|
|
|
handleid = Iter_Free(ITER_Object);
|
|
|
|
|
|
|
|
if(handleid != ITER_NONE)
|
|
|
|
{
|
|
|
|
new
|
|
|
|
Float:z;
|
|
|
|
|
|
|
|
GetDynamicObjectPos(objectid, z, z, z);
|
|
|
|
|
|
|
|
PHY_Object[handleid][PHY_DynamicObject] = objectid;
|
|
|
|
PHY_Object[handleid][PHY_Mode] = mode;
|
|
|
|
PHY_Object[handleid][PHY_Mass] = mass;
|
|
|
|
PHY_Object[handleid][PHY_World] = 0;
|
|
|
|
PHY_Object[handleid][PHY_VX] = 0.0;
|
|
|
|
PHY_Object[handleid][PHY_VY] = 0.0;
|
|
|
|
PHY_Object[handleid][PHY_VZ] = 0.0;
|
|
|
|
PHY_Object[handleid][PHY_Gravity] = 0.0;
|
|
|
|
PHY_Object[handleid][PHY_LowZBound] = z;
|
|
|
|
PHY_Object[handleid][PHY_HighZBound] = FLOAT_INFINITY;
|
|
|
|
PHY_Object[handleid][PHY_BoundConst] = 0.0;
|
|
|
|
PHY_Object[handleid][PHY_Created] = 1;
|
|
|
|
|
|
|
|
if(size != size)
|
|
|
|
{
|
|
|
|
if(modelid)
|
|
|
|
PHY_Object[handleid][PHY_Size] = GetColSphereRadius(modelid);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
PHY_Object[handleid][PHY_Size] = size;
|
|
|
|
|
|
|
|
Iter_Add(ITER_Object, handleid);
|
|
|
|
}
|
|
|
|
return handleid;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Stops using physics for objectid (doesn't destroy it). */
|
|
|
|
stock PHY_DeleteHandle(handle)
|
|
|
|
{
|
|
|
|
if(PHY_IsHandleValid(handle)) {
|
|
|
|
PHY_Object[handle][PHY_Created] = 0;
|
|
|
|
}
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Moves the object with vx, vy, vz velocities. */
|
|
|
|
stock PHY_SetHandleVelocity(objectid, Float:vx, Float:vy, Float:vz = 0.0)
|
|
|
|
{
|
|
|
|
if(PHY_IsHandleValid(objectid))
|
|
|
|
{
|
|
|
|
PHY_Object[objectid][PHY_VX] = vx;
|
|
|
|
PHY_Object[objectid][PHY_VY] = vy;
|
|
|
|
PHY_Object[objectid][PHY_VZ] = vz;
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Self-explanatory */
|
|
|
|
stock PHY_GetHandleVelocity(objectid, &Float:vx, &Float:vy, &Float:vz)
|
|
|
|
{
|
|
|
|
if(PHY_IsHandleValid(objectid))
|
|
|
|
{
|
|
|
|
vx = PHY_Object[objectid][PHY_VX];
|
|
|
|
vy = PHY_Object[objectid][PHY_VY];
|
|
|
|
vz = PHY_Object[objectid][PHY_VZ];
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Sets the object's acceleration. */
|
|
|
|
stock PHY_SetHandleAcceleration(objectid, Float:ax, Float:ay, Float:az = 0.0)
|
|
|
|
{
|
|
|
|
if(PHY_IsHandleValid(objectid))
|
|
|
|
{
|
|
|
|
PHY_Object[objectid][PHY_AX] = ax;
|
|
|
|
PHY_Object[objectid][PHY_AY] = ay;
|
|
|
|
PHY_Object[objectid][PHY_AZ] = az;
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Self-explanatory */
|
|
|
|
stock PHY_GetHandleAcceleration(objectid, &Float:ax, &Float:ay, &Float:az)
|
|
|
|
{
|
|
|
|
if(PHY_IsHandleValid(objectid))
|
|
|
|
{
|
|
|
|
ax = PHY_Object[objectid][PHY_AX];
|
|
|
|
ay = PHY_Object[objectid][PHY_AY];
|
|
|
|
az = PHY_Object[objectid][PHY_AZ];
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Self-explanatory */
|
|
|
|
stock PHY_GetHandleSpeed(objectid, &Float:speed, _3D = 0)
|
|
|
|
{
|
|
|
|
if(PHY_IsHandleValid(objectid))
|
|
|
|
{
|
|
|
|
speed = floatsqroot(PHY_Object[objectid][PHY_VX] * PHY_Object[objectid][PHY_VX] + PHY_Object[objectid][PHY_VY] * PHY_Object[objectid][PHY_VY] + _3D ? (PHY_Object[objectid][PHY_VZ] * PHY_Object[objectid][PHY_VZ]) : 0.0);
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Self-explanatory */
|
|
|
|
stock PHY_GetHandleMoveAngle(objectid, &Float:moveangle)
|
|
|
|
{
|
|
|
|
if(PHY_IsHandleValid(objectid))
|
|
|
|
{
|
|
|
|
moveangle = atan2(PHY_Object[objectid][PHY_VY], PHY_Object[objectid][PHY_VX]) - 90.0;
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Starts rolling the object when it moves of toggle = 1 or stops if toggle = 0. */
|
|
|
|
stock PHY_RollObject(objectid, bool: toggle = true)
|
|
|
|
{
|
|
|
|
if(PHY_IsHandleValid(objectid))
|
|
|
|
{
|
|
|
|
PHY_Object[objectid][PHY_Rolling] = toggle;
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Applies friction to the object when it moves on the floor. */
|
|
|
|
stock PHY_SetHandleFriction(objectid, Float:friction)
|
|
|
|
{
|
|
|
|
if(PHY_IsHandleValid(objectid))
|
|
|
|
{
|
|
|
|
if(friction >= 0.0)
|
|
|
|
PHY_Object[objectid][PHY_Friction] = friction;
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Applies air resistance to the object when it moves. */
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|
|
|
stock PHY_SetHandleAirResistance(objectid, Float:resistance)
|
|
|
|
{
|
|
|
|
if(PHY_IsHandleValid(objectid))
|
|
|
|
{
|
|
|
|
if(0.0 <= resistance <= 1.0)
|
|
|
|
PHY_Object[objectid][PHY_AirResistance] = resistance;
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Limits the object's Z position.
|
|
|
|
low - The lowest Z that the object can have (you can use FLOAT_NEG_INFINITY). If it is set to NaN it doesn't change.
|
|
|
|
high - The highest Z that the object can have (you can use FLOAT_INFINITY). If it is set to NaN it doesn't change.
|
|
|
|
(When you use PHY_InitObject lowest Z is set to the current object's Z and highest Z to FLOAT_INFINITY.
|
|
|
|
constant - It should be from 0.0 to 1.0. If it is 1.0 the object doesn't lose velocity,
|
|
|
|
if it is 0.0 the object stops when it bounces. It could be a middle ground.*/
|
|
|
|
stock PHY_SetHandleZBound(objectid, Float:low = FLOAT_NAN, Float:high = FLOAT_NAN, Float:constant = 0.0)
|
|
|
|
{
|
|
|
|
if(PHY_IsHandleValid(objectid))
|
|
|
|
{
|
|
|
|
if(low == low)
|
|
|
|
PHY_Object[objectid][PHY_LowZBound] = low;
|
|
|
|
if(high == high)
|
|
|
|
PHY_Object[objectid][PHY_HighZBound] = high;
|
|
|
|
PHY_Object[objectid][PHY_BoundConst] = constant;
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Sets the gravity's acceleration that the object is subjected to. */
|
|
|
|
stock PHY_SetHandleGravity(objectid, Float:gravity)
|
|
|
|
{
|
|
|
|
if(PHY_IsHandleValid(objectid))
|
|
|
|
{
|
|
|
|
PHY_Object[objectid][PHY_Gravity] = gravity;
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Object and walls collide only if the are in the same world or one of them is in the world 0 (default). */
|
|
|
|
stock PHY_SetHandleWorld(objectid, world)
|
|
|
|
{
|
|
|
|
if(PHY_IsHandleValid(objectid))
|
|
|
|
{
|
|
|
|
PHY_Object[objectid][PHY_World] = world;
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Toggles object's collisions with players.
|
|
|
|
- constant - It should be from 0.0 to 1.0. If it is 1.0 the object doesn't lose velocity,
|
|
|
|
if it is 0.0 the object stops when it bounces. It could be a middle ground.
|
|
|
|
- distoffset - The distance at which the object collides with the player.
|
|
|
|
- zoffsetlow/zoffsethigh - The max Z distance (downward/upward) at which the object collides with the player. */
|
|
|
|
stock PHY_ToggleObjectPlayerColls(objectid, bool: toggle = true, Float:constant = 1.0, Float:distoffset = 0.8, Float:zoffsetlow = 1.0, Float:zoffsethigh = 1.0)
|
|
|
|
{
|
|
|
|
if(PHY_IsHandleValid(objectid))
|
|
|
|
{
|
|
|
|
PHY_Object[objectid][PHY_Object_Player_Collision] = toggle;
|
|
|
|
|
|
|
|
if(toggle)
|
|
|
|
{
|
|
|
|
PHY_Object[objectid][PHY_PlayerConst] = constant;
|
|
|
|
PHY_Object[objectid][PHY_PlayerDist] = distoffset;
|
|
|
|
PHY_Object[objectid][PHY_PlayerLowZ] = zoffsetlow;
|
|
|
|
PHY_Object[objectid][PHY_PlayerHighZ] = zoffsethigh;
|
|
|
|
}
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Used internally to rotate the objects */
|
|
|
|
stock PHY_ApplyRotation(handleid, Float:speed, Float:moveangle)
|
|
|
|
{
|
|
|
|
new objectid = PHY_Object[handleid][PHY_DynamicObject];
|
|
|
|
new Float:rx, Float:ry, Float:rz;
|
|
|
|
GetDynamicObjectRot(objectid, rx, ry, rz);
|
|
|
|
rx -= speed * (PHY_TIMER_INTERVAL/1000.0) * (180.0/3.14159) / PHY_Object[handleid][PHY_Size];
|
|
|
|
if(rx < 0.0)
|
|
|
|
rx += 360.0;
|
|
|
|
rz = moveangle;
|
|
|
|
//FixRot(rx, ry, rz);
|
|
|
|
//PHY_Roll(rx, ry, rz, PHY_Object[handleid][PHY_VX], PHY_Object[handleid][PHY_VY], ((speed * PHY_TIMER_INTERVAL)/1000) * (180/3.14159) / PHY_Object[handleid][PHY_Size]);
|
|
|
|
SetDynamicObjectRot(objectid, rx, ry, rz);
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Creates a collision wall (straight line) from A(x1, y1) to B(x2, y2).
|
|
|
|
constant should be from 0.0 to 1.0. If it is 1.0 the object doesn't lose velocity,
|
|
|
|
if it is 0.0 the object stops when it collides.
|
|
|
|
low is the lowest wall's Z, high is the highest. If they're set to default the wall is like infinitely high.*/
|
|
|
|
stock PHY_CreateWall(Float:x1, Float:y1, Float:x2, Float:y2, Float:constant = 1.0, Float:low = FLOAT_NEG_INFINITY, Float:high = FLOAT_INFINITY)
|
|
|
|
{
|
|
|
|
new
|
|
|
|
i = Iter_Free(ITER_Wall);
|
|
|
|
if(i != ITER_NONE)
|
|
|
|
{
|
|
|
|
if(!PHY_Wall[i][PHY_Created])
|
|
|
|
{
|
|
|
|
PHY_Wall[i][PHY_Created] = 1;
|
|
|
|
PHY_Wall[i][PHY_World] = 0;
|
|
|
|
PHY_Wall[i][PHY_X1] = x1;
|
|
|
|
PHY_Wall[i][PHY_Y1] = y1;
|
|
|
|
PHY_Wall[i][PHY_X2] = x2;
|
|
|
|
PHY_Wall[i][PHY_Y2] = y2;
|
|
|
|
PHY_Wall[i][PHY_Z1] = low;
|
|
|
|
PHY_Wall[i][PHY_Z2] = high;
|
|
|
|
PHY_Wall[i][PHY_BounceConst] = constant;
|
|
|
|
PHY_Wall[i][PHY_ANG] = atan2(y1 - y2, x1 - x2);
|
|
|
|
/*PHY_Wall[i][PHY_A] = -(y2 - y1);
|
|
|
|
PHY_Wall[i][PHY_B] = (x2 - x1);
|
|
|
|
PHY_Wall[i][PHY_C] = (y2 - y1) * x1 - (x2 - x1) * y1;*/
|
|
|
|
//PHY_Wall[i][PHY_Q] = -((y2 - y1) * x1)/(x2 - x1) + y1;
|
|
|
|
|
|
|
|
Iter_Add(ITER_Wall, i);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return i;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Creates four walls that form an area. Works like IsPlayerInArea. */
|
|
|
|
stock PHY_CreateArea(Float:minX, Float:minY, Float:maxX, Float:maxY, Float:constant = 1.0, Float:low = FLOAT_NEG_INFINITY, Float:high = FLOAT_INFINITY)
|
|
|
|
{
|
|
|
|
PHY_CreateWall(minX, minY, minX, maxY, constant, low, high);
|
|
|
|
PHY_CreateWall(minX, maxY, maxX, maxY, constant, low, high);
|
|
|
|
PHY_CreateWall(maxX, maxY, maxX, minY, constant, low, high);
|
|
|
|
PHY_CreateWall(maxX, minY, minX, minY, constant, low, high);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Self-explanatory */
|
|
|
|
stock PHY_DestroyWall(wallid)
|
|
|
|
{
|
|
|
|
PHY_Wall[wallid][PHY_Created] = 0;
|
|
|
|
// Iter_Remove(ITER_Wall, wallid);
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* See PHY_SetHandleWorld(objectid, world). */
|
|
|
|
stock PHY_SetWallWorld(wallid, world)
|
|
|
|
{
|
|
|
|
if(PHY_Wall[wallid][PHY_Created])
|
|
|
|
{
|
|
|
|
PHY_Wall[wallid][PHY_World] = world;
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Creates a collision cylinder at position x, y.
|
|
|
|
constant should be from 0.0 to 1.0. If it is 1.0 the object doesn't lose velocity,
|
|
|
|
if it is 0.0 the object stops when it collides.
|
|
|
|
low is the lowest cylinder's Z, high is the highest. If they're set to default the cylinder is like infinitely high.*/
|
|
|
|
stock PHY_CreateCylinder(Float:x, Float:y, Float:size, Float:constant = 1.0, Float:low = FLOAT_NEG_INFINITY, Float:high = FLOAT_INFINITY)
|
|
|
|
{
|
|
|
|
new
|
|
|
|
i = Iter_Free(ITER_Cylinder);
|
|
|
|
if(i != ITER_NONE)
|
|
|
|
{
|
|
|
|
if(!PHY_Cylinder[i][PHY_Created])
|
|
|
|
{
|
|
|
|
PHY_Cylinder[i][PHY_Created] = 1;
|
|
|
|
PHY_Cylinder[i][PHY_World] = 0;
|
|
|
|
PHY_Cylinder[i][PHY_X] = x;
|
|
|
|
PHY_Cylinder[i][PHY_Y] = y;
|
|
|
|
PHY_Cylinder[i][PHY_Size] = size;
|
|
|
|
PHY_Cylinder[i][PHY_Z1] = low;
|
|
|
|
PHY_Cylinder[i][PHY_Z2] = high;
|
|
|
|
PHY_Cylinder[i][PHY_BounceConst] = constant;
|
|
|
|
|
|
|
|
Iter_Add(ITER_Cylinder, i);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return i;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Self-explanatory */
|
|
|
|
stock PHY_DestroyCylinder(cylinderid)
|
|
|
|
{
|
|
|
|
PHY_Cylinder[cylinderid][PHY_Created] = 0;
|
|
|
|
// Iter_Remove(ITER_Cylinder, cylinderid);
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* See PHY_SetHandleWorld(objectid, world). */
|
|
|
|
stock PHY_SetCylinderWorld(cylinderid, world)
|
|
|
|
{
|
|
|
|
if(PHY_Cylinder[cylinderid][PHY_Created])
|
|
|
|
{
|
|
|
|
PHY_Cylinder[cylinderid][PHY_World] = world;
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* See PHY_SetHandleWorld(objectid, world). */
|
|
|
|
stock PHY_SetPlayerWorld(playerid, world)
|
|
|
|
{
|
|
|
|
PHY_Player[playerid][PHY_World] = world;
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Privates */
|
|
|
|
|
|
|
|
stock Float:vectordotp(Float:v1x, Float:v1y, Float:v1z, Float:v2x, Float:v2y, Float:v2z)
|
|
|
|
return (v1x * v2x + v1y * v2y + v1z * v2z);
|
|
|
|
|
|
|
|
stock projectVonU(Float:vx, Float:vy, Float:vz, Float:ux, Float:uy, Float:uz, &Float:x, &Float:y, &Float:z)
|
|
|
|
{
|
|
|
|
new Float:fac = vectordotp(vx, vy, vz, ux, uy, uz) / vectordotp(ux, uy, uz, ux, uy, uz);
|
|
|
|
x = ux * fac;
|
|
|
|
y = uy * fac;
|
|
|
|
z = uz * fac;
|
|
|
|
}
|
|
|
|
|
|
|
|
stock check_segment_intersection(Float:x1, Float:y1, Float:x2, Float:y2, Float:xc, Float:yc, Float:r, &Float:x, &Float:y)
|
|
|
|
{
|
|
|
|
new Float:v1[2];
|
|
|
|
new Float:v2[2];
|
|
|
|
v1[0] = x2 - x1;
|
|
|
|
v1[1] = y2 - y1;
|
|
|
|
v2[0] = xc - x1;
|
|
|
|
v2[1] = yc - y1;
|
|
|
|
new Float:v1_len = floatsqroot(v1[0] * v1[0] + v1[1] * v1[1]);
|
|
|
|
v1[0] /= v1_len;
|
|
|
|
v1[1] /= v1_len;
|
|
|
|
new Float:proj = vectordotp(v2[0], v2[1], 0.0, v1[0], v1[1], 0.0);
|
|
|
|
x = proj * v1[0] + x1;
|
|
|
|
y = proj * v1[1] + y1;
|
|
|
|
return ((0 - r < proj < v1_len + r) && ((x - xc) * (x - xc) + (y - yc) * (y - yc) < (r * r)));
|
|
|
|
}
|
|
|
|
|
|
|
|
stock FixRot(&Float:x, &Float:y, &Float:z)
|
|
|
|
{
|
|
|
|
FixAngle(x);
|
|
|
|
FixAngle(y);
|
|
|
|
FixAngle(z);
|
|
|
|
}
|
|
|
|
|
|
|
|
stock FixAngle(&Float:x)
|
|
|
|
{
|
|
|
|
while(x < 0.0)
|
|
|
|
x += 360.0;
|
|
|
|
while(x > 360.0)
|
|
|
|
x -= 360.0;
|
|
|
|
if(x < 0.01)
|
|
|
|
x = 0.01;
|
|
|
|
else if(89.99 < x <= 90.0)
|
|
|
|
x = 89.99;
|
|
|
|
else if(90.0 < x < 90.01)
|
|
|
|
x = 90.01;
|
|
|
|
else if(179.99 < x <= 180.0)
|
|
|
|
x = 179.99;
|
|
|
|
else if(180.0 < x < 180.01)
|
|
|
|
x = 180.01;
|
|
|
|
else if(269.99 < x <= 270.0)
|
|
|
|
x = 269.99;
|
|
|
|
else if(270.0 < x < 270.01)
|
|
|
|
x = 270.01;
|
|
|
|
else if(x > 359.99)
|
|
|
|
x = 359.99;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Function to make a better ball rolling, not used because it doesn't work well. */
|
|
|
|
stock PHY_Roll(&Float:x, &Float:y, &Float:z, Float:dx, Float:dy, Float:speed)
|
|
|
|
{
|
|
|
|
new Float:q_roll[4];
|
|
|
|
new Float:vx, Float:vy, Float:vz;
|
|
|
|
vectorcrossp(dx, dy, 0.0, 0.0, 0.0, 1.0, vx, vy, vz);
|
|
|
|
QuatFromAxisAngle(vx, vy, vz, -speed, q_roll[0], q_roll[1], q_roll[2], q_roll[3]);
|
|
|
|
|
|
|
|
new Float:q_rot[4];
|
|
|
|
EulerToQuaternion(x, y, z, q_rot[0], q_rot[1], q_rot[2], q_rot[3]);
|
|
|
|
|
|
|
|
new Float:q_res[4];
|
|
|
|
QuatMultiply(q_rot[0], q_rot[1], q_rot[2], q_rot[3], q_roll[0], q_roll[1], q_roll[2], q_roll[3], q_res[0], q_res[1], q_res[2], q_res[3]);
|
|
|
|
|
|
|
|
QuaternionToEuler(q_res[0], q_res[1], q_res[2], q_res[3], x, y, z);
|
|
|
|
}
|
|
|
|
|
|
|
|
stock QuatMultiply(Float:w1, Float:x1, Float:y1, Float:z1, Float:w2, Float:x2, Float:y2, Float:z2, &Float:q_w, &Float:q_x, &Float:q_y, &Float:q_z)
|
|
|
|
{
|
|
|
|
q_w = w1*w2 - x1*x2 - y1*y2 - z1*z2;
|
|
|
|
q_x = w1*x2 + x1*w2 + y1*z2 - z1*y2;
|
|
|
|
q_y = w1*y2 - x1*z2 + y1*w2 + z1*x2;
|
|
|
|
q_z = w1*z2 + x1*y2 - y1*x2 + z1*w2;
|
|
|
|
|
|
|
|
QuatNormalize(q_w, q_x, q_y, q_z);
|
|
|
|
}
|
|
|
|
|
|
|
|
stock QuatFromAxisAngle(Float:x, Float:y, Float:z, Float:angle, &Float:q_w, &Float:q_x, &Float:q_y, &Float:q_z)
|
|
|
|
{
|
|
|
|
new
|
|
|
|
Float:omega,
|
|
|
|
Float:s;
|
|
|
|
|
|
|
|
s = floatsqroot(x*x + y*y + z*z);
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if (s > 0.01)
|
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{
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x /= s;
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y /= s;
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z /= s;
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omega = 0.5 * angle;
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s = floatsin(omega, degrees);
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q_x = s*x;
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q_y = s*y;
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q_z = s*z;
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q_w = floatcos(omega, degrees);
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}
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else
|
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{
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q_x = 0.0;
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q_y = 0.0;
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q_z = 0.0;
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q_w = 1.0;
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}
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QuatNormalize(q_w, q_x, q_y, q_z);
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}
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stock QuatNormalize(&Float:q_w, &Float:q_x, &Float:q_y, &Float:q_z)
|
|
|
|
{
|
|
|
|
new Float:magnitude = floatsqroot(q_w*q_w + q_x*q_x + q_y*q_y + q_z*q_z);
|
|
|
|
if (magnitude == 0.0)
|
|
|
|
{
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|
q_w = 1.0;
|
|
|
|
q_x = 0.0;
|
|
|
|
q_y = 0.0;
|
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|
|
q_z = 0.0;
|
|
|
|
}
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|
else
|
|
|
|
{
|
|
|
|
q_w /= magnitude;
|
|
|
|
q_x /= magnitude;
|
|
|
|
q_y /= magnitude;
|
|
|
|
q_z /= magnitude;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
stock EulerToQuaternion(Float:z, Float:x, Float:y, &Float:q_w, &Float:q_x, &Float:q_y, &Float:q_z)
|
|
|
|
{
|
|
|
|
new Float:c1 = floatcos(x/2.0, degrees);
|
|
|
|
new Float:s1 = floatsin(x/2.0, degrees);
|
|
|
|
new Float:c2 = floatcos(y/2.0, degrees);
|
|
|
|
new Float:s2 = floatsin(y/2.0, degrees);
|
|
|
|
new Float:c3 = floatcos(z/2.0, degrees);
|
|
|
|
new Float:s3 = floatsin(z/2.0, degrees);
|
|
|
|
new Float:c1c2 = c1 * c2;
|
|
|
|
new Float:s1s2 = s1 * s2;
|
|
|
|
q_w = c1c2 * c3 - s1s2 * s3;
|
|
|
|
q_x = c1c2 * s3 + s1s2 * c3;
|
|
|
|
q_y = s1*c2*c3 + c1*s2*s3;
|
|
|
|
q_z = c1*s2*c3 - s1*c2*s3;
|
|
|
|
|
|
|
|
QuatNormalize(q_w, q_x, q_y, q_z);
|
|
|
|
}
|
|
|
|
|
|
|
|
stock QuaternionToEuler(Float:q_w, Float:q_x, Float:q_y, Float:q_z, &Float:z, &Float:x, &Float:y)
|
|
|
|
{
|
|
|
|
new Float:test = q_x*q_y + q_z*q_w;
|
|
|
|
if (test > 0.499) { // singularity at north pole
|
|
|
|
x = 2 * atan2(q_x,q_w);
|
|
|
|
y = 90.0;
|
|
|
|
z = 0;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (test < -0.499) { // singularity at south pole
|
|
|
|
x = -2 * atan2(q_x,q_w);
|
|
|
|
y = -90.0;
|
|
|
|
z = 0;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
new Float:sqx = q_x*q_x;
|
|
|
|
new Float:sqy = q_y*q_y;
|
|
|
|
new Float:sqz = q_z*q_z;
|
|
|
|
x = atan2(2*q_y*q_w-2*q_x*q_z , 1 - 2*sqy - 2*sqz);
|
|
|
|
y = asin(2*test);
|
|
|
|
z = atan2(2*q_x*q_w-2*q_y*q_z , 1 - 2*sqx - 2*sqz);
|
|
|
|
}
|
|
|
|
|
|
|
|
stock vectorcrossp(Float:v1x, Float:v1y, Float:v1z, Float:v2x, Float:v2y, Float:v2z, &Float:c1, &Float:c2, &Float:c3)
|
|
|
|
{
|
|
|
|
c1 = (v1y * v2z) - (v1z * v2y),
|
|
|
|
c2 = (v1z * v2x) - (v1x * v2z),
|
|
|
|
c3 = (v1x * v2y) - (v1y * v2x);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#if defined _ALS_OnGameModeInit
|
|
|
|
#undef OnGameModeInit
|
|
|
|
#else
|
|
|
|
#define _ALS_OnGameModeInit
|
|
|
|
#endif
|
|
|
|
#define OnGameModeInit PHY_OnGameModeInit
|
|
|
|
|
|
|
|
forward OnGameModeInit();
|
|
|
|
|
|
|
|
|
|
|
|
#if defined _ALS_OnPlayerConnect
|
|
|
|
#undef OnPlayerConnect
|
|
|
|
#else
|
|
|
|
#define _ALS_OnPlayerConnect
|
|
|
|
#endif
|
|
|
|
#define OnPlayerConnect PHY_OnPlayerConnect
|
|
|
|
|
|
|
|
forward OnPlayerConnect(playerid);
|