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Fix build without FIX_BUGS, divide to 0 fixes
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@ -783,9 +783,13 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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if(B->GetStatus() == STATUS_PLAYER)
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pointposB *= 0.8f;
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if(CWorld::bNoMoreCollisionTorque){
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// BUG: the game actually uses A here, but this can't be right
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#ifdef FIX_BUGS
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B->ApplyFrictionMoveForce(fB*-0.3f);
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B->ApplyFrictionTurnForce(fB*-0.3f, pointposB);
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#else
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A->ApplyFrictionMoveForce(fB*-0.3f);
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A->ApplyFrictionTurnForce(fB*-0.3f, pointposB);
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#endif
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}
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}
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if(!A->bInfiniteMass){
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@ -881,7 +885,13 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
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fOtherSpeedA = vOtherSpeedA.Magnitude();
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fOtherSpeedB = vOtherSpeedB.Magnitude();
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#ifdef FIX_BUGS // division by 0
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frictionDir = vOtherSpeedA;
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frictionDir.Normalise();
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#else
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frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
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#endif
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speedSum = (B->m_fMass*fOtherSpeedB + A->m_fMass*fOtherSpeedA)/(B->m_fMass + A->m_fMass);
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if(fOtherSpeedA > speedSum){
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impulseA = (speedSum - fOtherSpeedA) * A->m_fMass;
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@ -911,7 +921,12 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
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fOtherSpeedA = vOtherSpeedA.Magnitude();
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fOtherSpeedB = vOtherSpeedB.Magnitude();
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#ifdef FIX_BUGS // division by 0
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frictionDir = vOtherSpeedA;
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frictionDir.Normalise();
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#else
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frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
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#endif
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float massB = B->GetMass(pointposB, frictionDir);
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speedSum = (massB*fOtherSpeedB + A->m_fMass*fOtherSpeedA)/(massB + A->m_fMass);
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if(fOtherSpeedA > speedSum){
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@ -939,7 +954,12 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
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fOtherSpeedA = vOtherSpeedA.Magnitude();
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fOtherSpeedB = vOtherSpeedB.Magnitude();
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#ifdef FIX_BUGS // division by 0
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frictionDir = vOtherSpeedA;
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frictionDir.Normalise();
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#else
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frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
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#endif
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float massA = A->GetMass(pointposA, frictionDir);
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speedSum = (B->m_fMass*fOtherSpeedB + massA*fOtherSpeedA)/(B->m_fMass + massA);
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if(fOtherSpeedA > speedSum){
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@ -967,7 +987,12 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
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fOtherSpeedA = vOtherSpeedA.Magnitude();
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fOtherSpeedB = vOtherSpeedB.Magnitude();
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#ifdef FIX_BUGS // division by 0
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frictionDir = vOtherSpeedA;
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frictionDir.Normalise();
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#else
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frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
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#endif
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float massA = A->GetMass(pointposA, frictionDir);
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float massB = B->GetMass(pointposB, frictionDir);
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speedSum = (massB*fOtherSpeedB + massA*fOtherSpeedA)/(massB + massA);
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@ -1004,7 +1029,12 @@ CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint)
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fOtherSpeed = vOtherSpeed.Magnitude();
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if(fOtherSpeed > 0.0f){
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#ifdef FIX_BUGS // division by 0
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frictionDir = vOtherSpeed;
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frictionDir.Normalise();
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#else
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frictionDir = vOtherSpeed * (1.0f/fOtherSpeed);
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#endif
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// not really impulse but speed
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// maybe use ApplyFrictionMoveForce instead?
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fImpulse = -fOtherSpeed;
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@ -1022,7 +1052,12 @@ CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint)
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fOtherSpeed = vOtherSpeed.Magnitude();
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if(fOtherSpeed > 0.0f){
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#ifdef FIX_BUGS // division by 0
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frictionDir = vOtherSpeed;
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frictionDir.Normalise();
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#else
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frictionDir = vOtherSpeed * (1.0f/fOtherSpeed);
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#endif
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fImpulse = -fOtherSpeed * m_fMass;
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impulseLimit = adhesiveLimit*CTimer::GetTimeStep() * 1.5;
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if(fImpulse < -impulseLimit) fImpulse = -impulseLimit;
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