/* =========================================================================== 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 =========================================================================== */ /* =========================================================================== TREMULOUS EDGE MOD SRC FILE =========================================================================== */ // 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_StepEvent ================== */ void PM_StepEvent( vec3_t from, vec3_t to, vec3_t normal ) { float size; vec3_t delta, dNormal; VectorSubtract( from, to, delta ); VectorCopy( delta, dNormal ); VectorNormalize( dNormal ); size = DotProduct( normal, dNormal ) * VectorLength( delta ); if( size > 0.0f ) { if( size > 2.0f ) { if( size < 7.0f ) PM_AddEvent( EV_STEPDN_4 ); else if( size < 11.0f ) PM_AddEvent( EV_STEPDN_8 ); else if( size < 15.0f ) PM_AddEvent( EV_STEPDN_12 ); else PM_AddEvent( EV_STEPDN_16 ); } } else { size = fabs( size ); if( size > 2.0f ) { if( size < 7.0f ) PM_AddEvent( EV_STEP_4 ); else if( size < 11.0f ) PM_AddEvent( EV_STEP_8 ); else if( size < 15.0f ) PM_AddEvent( EV_STEP_12 ); else PM_AddEvent( EV_STEP_16 ); } } if( pm->debugLevel ) Com_Printf( "%i:stepped\n", c_pmove ); } /* ================== PM_StepSlideMove ================== */ qboolean PM_StepSlideMove( qboolean gravity, qboolean predictive ) { vec3_t start_o, start_v; // vec3_t down_o, down_v; trace_t trace; vec3_t normal; vec3_t step_v, step_vNormal; vec3_t up, down; float stepSize; qboolean stepped = qfalse; BG_GetClientNormal( pm->ps, normal ); VectorCopy( pm->ps->origin, start_o ); VectorCopy( pm->ps->velocity, start_v ); if( PM_SlideMove( gravity ) == 0 ) { VectorCopy( start_o, down ); VectorMA( down, -STEPSIZE, normal, down ); pm->trace( &trace, start_o, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask ); //we can step down if( trace.fraction > 0.01f && trace.fraction < 1.0f && !trace.allsolid && pml.groundPlane != qfalse ) { if( pm->debugLevel ) Com_Printf( "%d: step down\n", c_pmove ); stepped = qtrue; } } else { VectorCopy( start_o, down ); VectorMA( down, -STEPSIZE, normal, down ); pm->trace( &trace, start_o, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask ); // never step up when you still have up velocity if( DotProduct( trace.plane.normal, pm->ps->velocity ) > 0.0f && ( trace.fraction == 1.0f || DotProduct( trace.plane.normal, normal ) < 0.7f ) ) { return stepped; } // VectorCopy( pm->ps->origin, down_o ); // VectorCopy( pm->ps->velocity, down_v ); VectorCopy( start_o, up ); VectorMA( up, STEPSIZE, normal, up ); // 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 stepped; // can't step up } VectorSubtract( trace.endpos, start_o, step_v ); VectorCopy( step_v, step_vNormal ); VectorNormalize( step_vNormal ); stepSize = DotProduct( normal, step_vNormal ) * VectorLength( step_v ); // try slidemove from this position VectorCopy( trace.endpos, pm->ps->origin ); VectorCopy( start_v, pm->ps->velocity ); if( PM_SlideMove( gravity ) == 0 ) { if( pm->debugLevel ) Com_Printf( "%d: step up\n", c_pmove ); stepped = qtrue; } // push down the final amount VectorCopy( pm->ps->origin, down ); VectorMA( down, -stepSize, normal, down ); 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 < 1.0f ) PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP ); } if( !predictive && stepped ) PM_StepEvent( start_o, pm->ps->origin, normal ); return stepped; } /* ================== PM_PredictStepMove ================== */ qboolean PM_PredictStepMove( void ) { vec3_t velocity, origin; float impactSpeed; qboolean stepped = qfalse; VectorCopy( pm->ps->velocity, velocity ); VectorCopy( pm->ps->origin, origin ); impactSpeed = pml.impactSpeed; if( PM_StepSlideMove( qfalse, qtrue ) ) stepped = qtrue; VectorCopy( velocity, pm->ps->velocity ); VectorCopy( origin, pm->ps->origin ); pml.impactSpeed = impactSpeed; return stepped; }