openmohaa/code/fgame/bg_slidemove.cpp
2023-06-15 23:44:02 +02:00

322 lines
8.4 KiB
C++

/*
===========================================================================
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
==================
*/
#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, 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 ) )
{
// 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 );
}
/*
==================
PM_StepSlideMove
==================
*/
void PM_StepSlideMove( qboolean gravity )
{
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;
}