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-rw-r--r--src/game/bg_slidemove.c380
1 files changed, 193 insertions, 187 deletions
diff --git a/src/game/bg_slidemove.c b/src/game/bg_slidemove.c
index b3ee8fa7..4abd5ddf 100644
--- a/src/game/bg_slidemove.c
+++ b/src/game/bg_slidemove.c
@@ -34,187 +34,193 @@ 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 );
+#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 );
}
/*
@@ -275,9 +281,9 @@ 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 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;
@@ -294,8 +300,8 @@ qboolean PM_StepSlideMove( qboolean gravity, qboolean predictive )
else
VectorSet( normal, 0.0f, 0.0f, 1.0f );
- VectorCopy( pm->ps->origin, start_o );
- VectorCopy( pm->ps->velocity, start_v );
+ VectorCopy( pm->ps->origin, start_o );
+ VectorCopy( pm->ps->velocity, start_v );
if( PM_SlideMove( gravity ) == 0 )
{
@@ -384,7 +390,7 @@ qboolean PM_StepSlideMove( qboolean gravity, qboolean predictive )
PM_PredictStepMove
==================
*/
-qboolean PM_PredictStepMove( )
+qboolean PM_PredictStepMove( void )
{
vec3_t velocity, origin;
float impactSpeed;