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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
===========================================================================
*/
/*
===========================================================================
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;
}
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