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/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2000-2009 Darklegion Development
This file is part of Tremulous.
Tremulous 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.
Tremulous 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 Tremulous; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "g_local.h"
/*
================
G_Bounce
================
*/
static void G_Bounce( gentity_t *ent, trace_t *trace )
{
vec3_t velocity;
float dot;
int hitTime;
float minNormal;
qboolean invert = qfalse;
// reflect the velocity on the trace plane
hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction;
BG_EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity );
dot = DotProduct( velocity, trace->plane.normal );
VectorMA( velocity, -2*dot, trace->plane.normal, ent->s.pos.trDelta );
if( ent->s.eType == ET_BUILDABLE )
{
minNormal = BG_Buildable( ent->s.modelindex, NULL )->minNormal;
invert = BG_Buildable( ent->s.modelindex, NULL )->invertNormal;
}
else
minNormal = 0.707f;
// cut the velocity to keep from bouncing forever
if( ent->s.eType == ET_BUILDABLE ) // buildable should never bounce
VectorScale( ent->s.pos.trDelta, 0.0f, ent->s.pos.trDelta );
else if( ( trace->plane.normal[ 2 ] >= minNormal ||
( invert && trace->plane.normal[ 2 ] <= -minNormal ) ) &&
trace->entityNum == ENTITYNUM_WORLD )
VectorScale( ent->s.pos.trDelta, ent->physicsBounce, ent->s.pos.trDelta );
else
VectorScale( ent->s.pos.trDelta, 0.3f, ent->s.pos.trDelta );
if( VectorLength( ent->s.pos.trDelta ) < 10 )
{
VectorMA( trace->endpos, 0.5f, trace->plane.normal, trace->endpos ); // make sure it is off ground
G_SetOrigin( ent, trace->endpos );
ent->s.groundEntityNum = trace->entityNum;
VectorCopy( trace->plane.normal, ent->s.origin2 );
VectorSet( ent->s.pos.trDelta, 0.0f, 0.0f, 0.0f );
return;
}
VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase );
VectorAdd( ent->r.currentOrigin, trace->plane.normal, ent->r.currentOrigin);
ent->s.pos.trTime = level.time;
}
#define PHYSICS_TIME 50
/*
================
G_Physics
================
*/
void G_Physics( gentity_t *ent, int msec )
{
vec3_t origin;
trace_t tr;
int contents;
int mask;
// if groundentity has been set to -1, it may have been pushed off an edge
if( ent->s.groundEntityNum == -1 )
{
if( ent->s.eType == ET_BUILDABLE )
{
if( ent->s.pos.trType != BG_Buildable( ent->s.modelindex, NULL )->traj )
{
ent->s.pos.trType = BG_Buildable( ent->s.modelindex, NULL )->traj;
ent->s.pos.trTime = level.time;
}
}
else if( ent->s.pos.trType != TR_GRAVITY )
{
ent->s.pos.trType = TR_GRAVITY;
ent->s.pos.trTime = level.time;
}
}
// trace a line from the previous position to the current position
if( ent->clipmask )
mask = ent->clipmask;
else
mask = MASK_PLAYERSOLID;
if( ent->s.pos.trType == TR_STATIONARY )
{
// check think function
G_RunThink( ent );
//check floor infrequently
if( ent->nextPhysicsTime < level.time )
{
VectorCopy( ent->r.currentOrigin, origin );
VectorMA( origin, -2.0f, ent->s.origin2, origin );
trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, ent->s.number, mask );
if( tr.fraction == 1.0f )
ent->s.groundEntityNum = -1;
ent->nextPhysicsTime = level.time + PHYSICS_TIME;
}
return;
}
// get current position
BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, ent->s.number, mask );
VectorCopy( tr.endpos, ent->r.currentOrigin );
if( tr.startsolid )
tr.fraction = 0;
trap_LinkEntity( ent ); // FIXME: avoid this for stationary?
// check think function
G_RunThink( ent );
if( tr.fraction == 1.0f )
return;
// if it is in a nodrop volume, remove it
contents = trap_PointContents( ent->r.currentOrigin, -1 );
if( contents & CONTENTS_NODROP )
{
G_FreeEntity( ent );
return;
}
G_Bounce( ent, &tr );
}
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