From 9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686 Mon Sep 17 00:00:00 2001 From: claude-bot Date: Mon, 13 Jul 2026 12:27:07 +0000 Subject: Import Cai1Hsu/re3 @ miami (reVC / GTA:VC decompilation) Snapshot import (no upstream history) into git.ancap.in.ua/claude, per @lzcnt. Source: https://github.com/Cai1Hsu/re3 branch miami. --- src/vehicles/Floater.cpp | 324 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 324 insertions(+) create mode 100644 src/vehicles/Floater.cpp (limited to 'src/vehicles/Floater.cpp') diff --git a/src/vehicles/Floater.cpp b/src/vehicles/Floater.cpp new file mode 100644 index 0000000..08688a3 --- /dev/null +++ b/src/vehicles/Floater.cpp @@ -0,0 +1,324 @@ +#include "common.h" + +#include "Timer.h" +#include "WaterLevel.h" +#include "ModelIndices.h" +#include "Physical.h" +#include "Vehicle.h" +#include "Floater.h" + +cBuoyancy mod_Buoyancy; + +float fVolMultiplier = 1.0f; +// amount of boat volume in bounding box +// 1.0-volume is the empty space in the bbox +float fBoatVolumeDistribution[9] = { + // rear + 0.75f, 0.9f, 0.75f, + 0.95f, 1.0f, 0.95f, + 0.4f, 0.7f, 0.4f + // bow +}; +float fBoatVolumeDistributionCat[9] = { + 0.9f, 0.3f, 0.9f, + 1.0f, 0.5f, 1.0f, + 0.95f, 0.4f, 0.95f +}; +float fBoatVolumeDistributionSail[9] = { + 0.55f, 0.95f, 0.55f, + 0.75f, 1.1f, 0.75f, + 0.3f, 0.8f, 0.3f +}; +float fBoatVolumeDistributionDinghy[9] = { + 0.65f, 0.85f, 0.65f, + 0.85f, 1.1f, 0.85f, + 0.65f, 0.95f, 0.65f +}; +float fBoatVolumeDistributionSpeed[9] = { + 0.7f, 0.9f, 0.7f, + 0.95f, 1.0f, 0.95f, + 0.6f, 0.7f, 0.6f +}; + +bool +cBuoyancy::ProcessBuoyancy(CPhysical *phys, float buoyancy, CVector *point, CVector *impulse) +{ + m_numSteps = 2.0f; + + if(!CWaterLevel::GetWaterLevel(phys->GetPosition(), &m_waterlevel, phys->bTouchingWater)) + return false; + m_matrix = phys->GetMatrix(); + + PreCalcSetup(phys, buoyancy); + SimpleCalcBuoyancy(); + float f = CalcBuoyancyForce(phys, point, impulse); + if(m_isBoat) + return true; + return f != 0.0f; +} + +bool +cBuoyancy::ProcessBuoyancyBoat(CVehicle *veh, float buoyancy, CVector *point, CVector *impulse, bool bNoTurnForce) +{ + m_numSteps = 2.0f; + + if(!CWaterLevel::GetWaterLevel(veh->GetPosition(), &m_waterlevel, veh->bTouchingWater)) + return false; + m_matrix = veh->GetMatrix(); + PreCalcSetup(veh, buoyancy); + + + float x, y; + int ix, i; + tWaterLevel waterPosition; + CVector waterNormal; + + // Floater is divided into 3x3 parts. Process and sum each of them + float volDiv = 1.0f/((m_dimMax.z - m_dimMin.z)*sq(m_numSteps+1.0f)); + ix = 0; + for(x = m_dimMin.x; x <= m_dimMax.x; x += m_step.x){ + i = ix; + for(y = m_dimMin.y; y <= m_dimMax.y; y += m_step.y){ + CVector waterLevel(x, y, 0.0f); + FindWaterLevelNorm(m_positionZ, &waterLevel, &waterPosition, &waterNormal); + switch(veh->GetModelIndex()){ + case MI_RIO: + fVolMultiplier = fBoatVolumeDistributionCat[i]; + break; + case MI_SQUALO: + case MI_SPEEDER: + case MI_JETMAX: + fVolMultiplier = fBoatVolumeDistributionSpeed[i]; + break; + case MI_COASTG: + case MI_DINGHY: + fVolMultiplier = fBoatVolumeDistributionDinghy[i]; + break; + case MI_MARQUIS: + fVolMultiplier = fBoatVolumeDistributionSail[i]; + break; + case MI_PREDATOR: + case MI_SKIMMER: + case MI_REEFER: + case MI_TROPIC: + default: + fVolMultiplier = fBoatVolumeDistribution[i]; + break; + } + if(waterPosition != FLOATER_ABOVE_WATER){ + float volume = SimpleSumBuoyancyData(waterLevel, waterPosition); + float upImpulse = volume * volDiv * buoyancy * CTimer::GetTimeStep(); + CVector speed = veh->GetSpeed(Multiply3x3(veh->GetMatrix(), CVector(x, y, 0.0f))); + float damp = 1.0f - DotProduct(speed, waterNormal)*veh->pHandling->fSuspensionDampingLevel; + float finalImpulse = upImpulse*Max(damp, 0.0f); + impulse->z += finalImpulse; + if(!bNoTurnForce) + veh->ApplyTurnForce(finalImpulse*waterNormal, Multiply3x3(m_matrix, waterLevel)); + } + i += 3; + } + ix++; + } + + m_volumeUnderWater *= volDiv; + + *point = Multiply3x3(m_matrix, m_impulsePoint); + return m_isBoat || m_haveVolume; + +} + +void +cBuoyancy::PreCalcSetup(CPhysical *phys, float buoyancy) +{ + CColModel *colModel; + + m_isBoat = phys->IsVehicle() && ((CVehicle*)phys)->IsBoat(); + colModel = phys->GetColModel(); + m_dimMin = colModel->boundingBox.min; + m_dimMax = colModel->boundingBox.max; + + if(m_isBoat){ + switch(phys->GetModelIndex()){ + case MI_PREDATOR: + default: + m_dimMax.y *= 1.05f; + m_dimMin.y *= 0.9f; + break; + case MI_SPEEDER: + m_dimMax.y *= 1.25f; + m_dimMin.y *= 0.83f; + break; + case MI_REEFER: + m_dimMin.y *= 0.9f; + break; + case MI_RIO: + m_dimMax.y *= 0.9f; + m_dimMin.y *= 0.9f; + m_dimMax.z += 0.25f; + m_dimMin.z -= 0.2f; + break; + case MI_SQUALO: + m_dimMax.y *= 0.9f; + m_dimMin.y *= 0.9f; + break; + case MI_TROPIC: + m_dimMax.y *= 1.3f; + m_dimMin.y *= 0.82f; + m_dimMin.z -= 0.2f; + break; + case MI_SKIMMER: + m_dimMin.y = -m_dimMax.y; + m_dimMax.y *= 1.2f; + break; + case MI_COASTG: + m_dimMax.y *= 1.1f; + m_dimMin.y *= 0.9f; + m_dimMin.z -= 0.3f; + break; + case MI_DINGHY: + m_dimMax.y *= 1.3f; + m_dimMin.y *= 0.9f; + m_dimMin.z -= 0.2f; + break; + case MI_MARQUIS: + m_dimMax.y *= 1.3f; + m_dimMin.y *= 0.9f; + break; + case MI_JETMAX: + m_dimMin.y *= 0.9f; + break; + } + } + + m_step = (m_dimMax - m_dimMin)/m_numSteps; + + if(m_step.z > m_step.x && m_step.z > m_step.y){ + m_stepRatio.x = m_step.x/m_step.z; + m_stepRatio.y = m_step.y/m_step.z; + m_stepRatio.z = 1.0f; + }else if(m_step.y > m_step.x && m_step.y > m_step.z){ + m_stepRatio.x = m_step.x/m_step.y; + m_stepRatio.y = 1.0f; + m_stepRatio.z = m_step.z/m_step.y; + }else{ + m_stepRatio.x = 1.0f; + m_stepRatio.y = m_step.y/m_step.x; + m_stepRatio.z = m_step.z/m_step.x; + } + + m_haveVolume = false; + m_numPartialVolumes = 1.0f; + m_volumeUnderWater = 0.0f; + m_impulsePoint = CVector(0.0f, 0.0f, 0.0f); + m_position = phys->GetPosition(); + m_positionZ = CVector(0.0f, 0.0f, m_position.z); + m_buoyancy = buoyancy; + m_waterlevel += m_waterLevelInc; +} + +void +cBuoyancy::SimpleCalcBuoyancy(void) +{ + float x, y; + tWaterLevel waterPosition; + + // Floater is divided into 3x3 parts. Process and sum each of them + for(x = m_dimMin.x; x <= m_dimMax.x; x += m_step.x){ + for(y = m_dimMin.y; y <= m_dimMax.y; y += m_step.y){ + CVector waterLevel(x, y, 0.0f); + FindWaterLevel(m_positionZ, &waterLevel, &waterPosition); + fVolMultiplier = 1.0f; + if(waterPosition != FLOATER_ABOVE_WATER) + SimpleSumBuoyancyData(waterLevel, waterPosition); + } + } + + m_volumeUnderWater /= (m_dimMax.z - m_dimMin.z)*sq(m_numSteps+1.0f); +} + +float +cBuoyancy::SimpleSumBuoyancyData(CVector &waterLevel, tWaterLevel waterPosition) +{ + static float fThisVolume; + static CVector AverageOfWaterLevel; + static float fFraction; + static float fRemainingSlice; + + float submerged = Abs(waterLevel.z - m_dimMin.z); + // subtract empty space from submerged volume + fThisVolume = submerged - (1.0f - fVolMultiplier); + if(fThisVolume < 0.0f) + return 0.0f; + + if(m_isBoat){ + fThisVolume *= fVolMultiplier; + fThisVolume = sq(fThisVolume); + } + + m_volumeUnderWater += fThisVolume; + + AverageOfWaterLevel.x = waterLevel.x * m_stepRatio.x; + AverageOfWaterLevel.y = waterLevel.y * m_stepRatio.y; + AverageOfWaterLevel.z = (waterLevel.z+m_dimMin.z)/2.0f * m_stepRatio.z; + + if(m_flipAverage) + AverageOfWaterLevel = -AverageOfWaterLevel; + + fFraction = 1.0f/m_numPartialVolumes; + fRemainingSlice = 1.0f - fFraction; + m_impulsePoint = m_impulsePoint*fRemainingSlice + AverageOfWaterLevel*fThisVolume*fFraction; + m_numPartialVolumes += 1.0f; + m_haveVolume = true; + return fThisVolume; +} + +void +cBuoyancy::FindWaterLevel(const CVector &zpos, CVector *waterLevel, tWaterLevel *waterPosition) +{ + *waterPosition = FLOATER_IN_WATER; + // waterLevel is a local x,y point + // m_position is the global position of our floater + // zpos is the global z coordinate of our floater + CVector xWaterLevel = Multiply3x3(m_matrix, *waterLevel); + CWaterLevel::GetWaterLevel(xWaterLevel.x + m_position.x, xWaterLevel.y + m_position.y, m_position.z, + &waterLevel->z, true); + waterLevel->z -= xWaterLevel.z + zpos.z; // make local + if(waterLevel->z > m_dimMax.z){ + waterLevel->z = m_dimMax.z; + *waterPosition = FLOATER_UNDER_WATER; + }else if(waterLevel->z < m_dimMin.z){ + waterLevel->z = m_dimMin.z; + *waterPosition = FLOATER_ABOVE_WATER; + } +} + +// Same as above but also get normal +void +cBuoyancy::FindWaterLevelNorm(const CVector &zpos, CVector *waterLevel, tWaterLevel *waterPosition, CVector *normal) +{ + *waterPosition = FLOATER_IN_WATER; + CVector xWaterLevel = Multiply3x3(m_matrix, *waterLevel); + CWaterLevel::GetWaterLevel(xWaterLevel.x + m_position.x, xWaterLevel.y + m_position.y, m_position.z, + &waterLevel->z, true); + waterLevel->z -= xWaterLevel.z + zpos.z; // make local + if(waterLevel->z >= m_dimMin.z) + *normal = CWaterLevel::GetWaterNormal(xWaterLevel.x + m_position.x, xWaterLevel.y + m_position.y); + if(waterLevel->z > m_dimMax.z){ + waterLevel->z = m_dimMax.z; + *waterPosition = FLOATER_UNDER_WATER; + }else if(waterLevel->z < m_dimMin.z){ + waterLevel->z = m_dimMin.z; + *waterPosition = FLOATER_ABOVE_WATER; + } +} + +bool +cBuoyancy::CalcBuoyancyForce(CPhysical *phys, CVector *point, CVector *impulse) +{ + if(!m_haveVolume) + return false; + + *point = Multiply3x3(m_matrix, m_impulsePoint); + *impulse = CVector(0.0f, 0.0f, m_volumeUnderWater*m_buoyancy*CTimer::GetTimeStep()); + return true; +} -- cgit v1.2.3