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

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