实体
物理 CPhysical
速度、力、附着与免疫
CPhysical.h · 继承 CEntity
Ped / Vehicle / Object 的物理基类。逻辑帧改速度力;drawing 只读。
线速度与角速度
m_vecMoveSpeed / m_vecTurnSpeed
CVector m_vecMoveSpeed;
CVector m_vecTurnSpeed;质量与阻力
m_fMass / m_fTurnMass / m_fAirResistance
float m_fMass;
float m_fTurnMass;
float m_fAirResistance;
float m_fElasticity;
float m_fBuoyancyConstant;施加力
ApplyMoveForce / ApplyTurnForce / ApplyForce
void ApplyMoveForce(CVector force);
void ApplyTurnForce(CVector dir, CVector velocity);
void ApplyForce(CVector dir, CVector velocity, bool bUpdateTurnSpeed);
void ApplyGravity();附着实体
AttachEntityToEntity / DettachEntityFromEntity
void AttachEntityToEntity(CEntity* entity, CVector offset, CVector rotation);
void AttachEntityToEntity(CEntity* entity, CVector* offset, RtQuat* rotation);
void DettachEntityFromEntity(float x, float y, float z, bool useCollision);
CPhysical* m_pAttachedTo;免疫标志
bBulletProof / bFireProof / bInvulnerable
bool bBulletProof : 1;
bool bFireProof : 1;
bool bCollisionProof : 1;
bool bMeleeProof : 1;
bool bExplosionProof : 1;
bool bInvulnerable : 1;重力与碰撞开关
bApplyGravity / bCollidable / bDisableMoveForce
bool bApplyGravity : 1;
bool bCollidable : 1;
bool bDisableMoveForce : 1;
bool bDontApplySpeed : 1;相对放置
PlacePhysicalRelativeToOtherPhysical
static void PlacePhysicalRelativeToOtherPhysical(
CPhysical* physical1, CPhysical* physical2, CVector offset);基类位置 / 模型见 CEntity。