1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
|
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
// bg_slidemove.c -- part of bg_pmove functionality
#include "../qcommon/q_shared.h"
#include "bg_public.h"
#include "bg_local.h"
/*
input: origin, velocity, bounds, groundPlane, trace function
output: origin, velocity, impacts, stairup boolean
*/
/*
==================
PM_SlideMove
Returns qtrue if the velocity was clipped in some way
==================
*/
#define MAX_CLIP_PLANES 5
qboolean PM_SlideMove( qboolean gravity ) {
int bumpcount, numbumps;
vec3_t dir;
float d;
int numplanes;
vec3_t planes[MAX_CLIP_PLANES];
vec3_t primal_velocity;
vec3_t clipVelocity;
int i, j, k;
trace_t trace;
vec3_t end;
float time_left;
float into;
vec3_t endVelocity;
vec3_t endClipVelocity;
numbumps = 4;
VectorCopy (pm->ps->velocity, primal_velocity);
if ( gravity ) {
VectorCopy( pm->ps->velocity, endVelocity );
endVelocity[2] -= pm->ps->gravity * pml.frametime;
pm->ps->velocity[2] = ( pm->ps->velocity[2] + endVelocity[2] ) * 0.5;
primal_velocity[2] = endVelocity[2];
if ( pml.groundPlane ) {
// slide along the ground plane
PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal,
pm->ps->velocity, OVERCLIP );
}
}
time_left = pml.frametime;
// never turn against the ground plane
if ( pml.groundPlane ) {
numplanes = 1;
VectorCopy( pml.groundTrace.plane.normal, planes[0] );
} else {
numplanes = 0;
}
// never turn against original velocity
VectorNormalize2( pm->ps->velocity, planes[numplanes] );
numplanes++;
for ( bumpcount=0 ; bumpcount < numbumps ; bumpcount++ ) {
// calculate position we are trying to move to
VectorMA( pm->ps->origin, time_left, pm->ps->velocity, end );
// see if we can make it there
pm->trace ( &trace, pm->ps->origin, pm->mins, pm->maxs, end, pm->ps->clientNum, pm->tracemask);
if (trace.allsolid) {
// entity is completely trapped in another solid
pm->ps->velocity[2] = 0; // don't build up falling damage, but allow sideways acceleration
return qtrue;
}
if (trace.fraction > 0) {
// actually covered some distance
VectorCopy (trace.endpos, pm->ps->origin);
}
if (trace.fraction == 1) {
break; // moved the entire distance
}
// save entity for contact
PM_AddTouchEnt( trace.entityNum );
time_left -= time_left * trace.fraction;
if (numplanes >= MAX_CLIP_PLANES) {
// this shouldn't really happen
VectorClear( pm->ps->velocity );
return qtrue;
}
//
// if this is the same plane we hit before, nudge velocity
// out along it, which fixes some epsilon issues with
// non-axial planes
//
for ( i = 0 ; i < numplanes ; i++ ) {
if ( DotProduct( trace.plane.normal, planes[i] ) > 0.99 ) {
VectorAdd( trace.plane.normal, pm->ps->velocity, pm->ps->velocity );
break;
}
}
if ( i < numplanes ) {
continue;
}
VectorCopy (trace.plane.normal, planes[numplanes]);
numplanes++;
//
// modify velocity so it parallels all of the clip planes
//
// find a plane that it enters
for ( i = 0 ; i < numplanes ; i++ ) {
into = DotProduct( pm->ps->velocity, planes[i] );
if ( into >= 0.1 ) {
continue; // move doesn't interact with the plane
}
// see how hard we are hitting things
if ( -into > pml.impactSpeed ) {
pml.impactSpeed = -into;
}
// slide along the plane
PM_ClipVelocity (pm->ps->velocity, planes[i], clipVelocity, OVERCLIP );
// slide along the plane
PM_ClipVelocity (endVelocity, planes[i], endClipVelocity, OVERCLIP );
// see if there is a second plane that the new move enters
for ( j = 0 ; j < numplanes ; j++ ) {
if ( j == i ) {
continue;
}
if ( DotProduct( clipVelocity, planes[j] ) >= 0.1 ) {
continue; // move doesn't interact with the plane
}
// try clipping the move to the plane
PM_ClipVelocity( clipVelocity, planes[j], clipVelocity, OVERCLIP );
PM_ClipVelocity( endClipVelocity, planes[j], endClipVelocity, OVERCLIP );
// see if it goes back into the first clip plane
if ( DotProduct( clipVelocity, planes[i] ) >= 0 ) {
continue;
}
// slide the original velocity along the crease
CrossProduct (planes[i], planes[j], dir);
VectorNormalize( dir );
d = DotProduct( dir, pm->ps->velocity );
VectorScale( dir, d, clipVelocity );
CrossProduct (planes[i], planes[j], dir);
VectorNormalize( dir );
d = DotProduct( dir, endVelocity );
VectorScale( dir, d, endClipVelocity );
// see if there is a third plane the the new move enters
for ( k = 0 ; k < numplanes ; k++ ) {
if ( k == i || k == j ) {
continue;
}
if ( DotProduct( clipVelocity, planes[k] ) >= 0.1 ) {
continue; // move doesn't interact with the plane
}
// stop dead at a tripple plane interaction
VectorClear( pm->ps->velocity );
return qtrue;
}
}
// if we have fixed all interactions, try another move
VectorCopy( clipVelocity, pm->ps->velocity );
VectorCopy( endClipVelocity, endVelocity );
break;
}
}
if ( gravity ) {
VectorCopy( endVelocity, pm->ps->velocity );
}
// don't change velocity if in a timer (FIXME: is this correct?)
if ( pm->ps->pm_time ) {
VectorCopy( primal_velocity, pm->ps->velocity );
}
return ( bumpcount != 0 );
}
/*
==================
PM_StepSlideMove
==================
*/
void PM_StepSlideMove( qboolean gravity ) {
vec3_t start_o, start_v;
vec3_t down_o, down_v;
trace_t trace;
// float down_dist, up_dist;
// vec3_t delta, delta2;
vec3_t up, down;
float stepSize;
VectorCopy (pm->ps->origin, start_o);
VectorCopy (pm->ps->velocity, start_v);
if ( PM_SlideMove( gravity ) == 0 ) {
return; // we got exactly where we wanted to go first try
}
VectorCopy(start_o, down);
down[2] -= STEPSIZE;
pm->trace (&trace, start_o, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask);
VectorSet(up, 0, 0, 1);
// never step up when you still have up velocity
if ( pm->ps->velocity[2] > 0 && (trace.fraction == 1.0 ||
DotProduct(trace.plane.normal, up) < 0.7)) {
return;
}
VectorCopy (pm->ps->origin, down_o);
VectorCopy (pm->ps->velocity, down_v);
VectorCopy (start_o, up);
up[2] += STEPSIZE;
// test the player position if they were a stepheight higher
pm->trace (&trace, start_o, pm->mins, pm->maxs, up, pm->ps->clientNum, pm->tracemask);
if ( trace.allsolid ) {
if ( pm->debugLevel ) {
Com_Printf("%i:bend can't step\n", c_pmove);
}
return; // can't step up
}
stepSize = trace.endpos[2] - start_o[2];
// try slidemove from this position
VectorCopy (trace.endpos, pm->ps->origin);
VectorCopy (start_v, pm->ps->velocity);
PM_SlideMove( gravity );
// push down the final amount
VectorCopy (pm->ps->origin, down);
down[2] -= stepSize;
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask);
if ( !trace.allsolid ) {
VectorCopy (trace.endpos, pm->ps->origin);
}
if ( trace.fraction < 1.0 ) {
PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP );
}
#if 0
// if the down trace can trace back to the original position directly, don't step
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, start_o, pm->ps->clientNum, pm->tracemask);
if ( trace.fraction == 1.0 ) {
// use the original move
VectorCopy (down_o, pm->ps->origin);
VectorCopy (down_v, pm->ps->velocity);
if ( pm->debugLevel ) {
Com_Printf("%i:bend\n", c_pmove);
}
} else
#endif
{
// use the step move
float delta;
delta = pm->ps->origin[2] - start_o[2];
if ( delta > 2 ) {
if ( delta < 7 ) {
PM_AddEvent( EV_STEP_4 );
} else if ( delta < 11 ) {
PM_AddEvent( EV_STEP_8 );
} else if ( delta < 15 ) {
PM_AddEvent( EV_STEP_12 );
} else {
PM_AddEvent( EV_STEP_16 );
}
}
if ( pm->debugLevel ) {
Com_Printf("%i:stepped\n", c_pmove);
}
}
}
|