openmohaa/code/fgame/bg_slidemove.cpp

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/*
===========================================================================
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 Quake III Arena source code; 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
==================
*/
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#define MAX_CLIP_PLANES 5
qboolean PM_SlideMove(qboolean gravity)
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{
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int bumpcount, numbumps;
vec3_t dir;
float d;
int numplanes;
vec3_t planes[MAX_CLIP_PLANES];
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, endVelocity);
if (gravity) {
endVelocity[2] -= pm->ps->gravity * pml.frametime;
pm->ps->velocity[2] = (pm->ps->velocity[2] + endVelocity[2]) * 0.5;
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, qtrue, qfalse);
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
}
if ((trace.plane.normal[2] < MIN_WALK_NORMAL) && (trace.plane.normal[2] > 0)
&& DotProduct(trace.plane.normal, pm->ps->velocity) <= 0) {
// treat steep walls as vertical
trace.plane.normal[2] = 0;
VectorNormalizeFast(trace.plane.normal);
}
// 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);
}
return (bumpcount != 0);
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}
/*
==================
PM_StepSlideMove
==================
*/
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void PM_StepSlideMove(qboolean gravity)
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{
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vec3_t start_o;
vec3_t start_v;
vec3_t nostep_o;
vec3_t nostep_v;
trace_t trace;
qboolean bWasOnGoodGround;
vec3_t up;
vec3_t down;
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, qtrue, qfalse);
VectorSet(up, 0, 0, 1);
// never step up when you still have up velocity
if (pm->ps->velocity[2] > 0 && (trace.fraction == 1.0f || DotProduct(trace.plane.normal, up) < MIN_WALK_NORMAL)) {
return;
}
if (pml.groundPlane && pml.groundTrace.plane.normal[2] >= MIN_WALK_NORMAL) {
bWasOnGoodGround = true;
} else {
bWasOnGoodGround = false;
}
VectorCopy(start_o, up);
up[2] += STEPSIZE;
// test the player position if they were a stepheight higher
pm->trace(&trace, up, pm->mins, pm->maxs, up, pm->ps->clientNum, pm->tracemask, qtrue, qfalse);
if (trace.allsolid) {
up[2] -= 9.0f;
pm->trace(&trace, up, pm->mins, pm->maxs, up, pm->ps->clientNum, pm->tracemask, qtrue, qfalse);
if (trace.allsolid) {
return;
}
}
VectorCopy(pm->ps->origin, nostep_o);
VectorCopy(pm->ps->velocity, nostep_v);
// try slidemove from this position
VectorCopy(up, 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, qtrue, qfalse);
if (!trace.allsolid) {
if (bWasOnGoodGround && trace.fraction < 1.0 && trace.plane.normal[2] < MIN_WALK_NORMAL) {
VectorCopy(nostep_o, pm->ps->origin);
VectorCopy(nostep_v, pm->ps->velocity);
return;
}
VectorCopy(trace.endpos, pm->ps->origin);
}
if (trace.fraction < 1.0f) {
PM_ClipVelocity(pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP);
}
pm->stepped = qtrue;
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}