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bg_slidemove.c
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bg_slidemove.c
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/*
* Wolfenstein: Enemy Territory GPL Source Code
* Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
*
* ET: Legacy
* Copyright (C) 2012-2018 ET:Legacy team <mail@etlegacy.com>
*
* This file is part of ET: Legacy - http://www.etlegacy.com
*
* ET: Legacy 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 3 of the License, or
* (at your option) any later version.
*
* ET: Legacy 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 ET: Legacy. If not, see <http://www.gnu.org/licenses/>.
*
* In addition, Wolfenstein: Enemy Territory GPL Source Code is also
* subject to certain additional terms. You should have received a copy
* of these additional terms immediately following the terms and conditions
* of the GNU General Public License which accompanied the source code.
* If not, please request a copy in writing from id Software at the address below.
*
* id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
*/
/**
* @file bg_slidemove.c
* @brief 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
*/
#define MAX_CLIP_PLANES 5
/**
* @brief PM_SlideMove
* @param[in] gravity
* @return qtrue if the velocity was clipped in some way
*/
qboolean PM_SlideMove(qboolean gravity)
{
int bumpcount, numbumps = 4, extrabumps = 0;
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;
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]) * 0.5f;
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);
}
}
else
{
VectorClear(endVelocity);
}
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_TraceAll(&trace, pm->ps->origin, end);
if (pm->debugLevel > 1)
{
Com_Printf("%i:%d %d (%f %f %f)\n",
c_pmove, trace.allsolid, trace.startsolid,
(double)trace.endpos[0],
(double)trace.endpos[1],
(double)trace.endpos[2]
);
}
if (trace.allsolid)
{
if (pm->debugLevel)
{
Com_Printf("%i:trappedinsolid\n", c_pmove);
}
// 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.f)
{
if (pm->debugLevel > 1)
{
Com_Printf("%i:moved the entire distance at bump %d\n", c_pmove, bumpcount);
}
break; // moved the entire distance
}
// save entity for contact
PM_AddTouchEnt(trace.entityNum);
time_left -= time_left * trace.fraction;
if (numplanes >= MAX_CLIP_PLANES)
{
if (pm->debugLevel)
{
Com_Printf("%i:MAX_CLIP_PLANES reached (this shouldn't really happen)\n", c_pmove);
}
// 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]) > 0.99f)
{
if (extrabumps <= 0)
{
VectorAdd(trace.plane.normal, pm->ps->velocity, pm->ps->velocity);
extrabumps++;
numbumps++;
if (pm->debugLevel)
{
Com_Printf("%i:planevelocitynudge\n", c_pmove);
}
}
else
{
// zinx - if it happens again, nudge the origin instead,
// and trace it, to make sure we don't end up in a solid
VectorAdd(pm->ps->origin, trace.plane.normal, end);
PM_TraceAll(&trace, pm->ps->origin, end);
VectorCopy(trace.endpos, pm->ps->origin);
if (pm->debugLevel)
{
Com_Printf("%i:planeoriginnudge\n", c_pmove);
}
}
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 >= 0.1f)
{
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]) >= 0.1f)
{
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); // this has just been done
//VectorNormalize(dir); // and this too.. no need to do it again
d = DotProduct(dir, endVelocity);
VectorScale(dir, d, endClipVelocity);
// see if there is a third plane the new move enters
for (k = 0 ; k < numplanes ; k++)
{
if (k == i || k == j)
{
continue;
}
if (DotProduct(clipVelocity, planes[k]) >= 0.1f)
{
continue; // move doesn't interact with the plane
}
if (pm->debugLevel)
{
Com_Printf("%i:third plane interaction\n", c_pmove);
}
// 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);
}
/**
* @brief PM_StepSlideMove
* @param[in] gravity
*/
void PM_StepSlideMove(qboolean gravity)
{
vec3_t start_o, start_v;
vec3_t down_o, down_v;
trace_t trace;
vec3_t up, down;
VectorCopy(pm->ps->origin, start_o);
VectorCopy(pm->ps->velocity, start_v);
if (pm->debugLevel)
{
qboolean wassolid, slidesucceed;
PM_TraceAll(&trace, pm->ps->origin, pm->ps->origin);
wassolid = trace.allsolid;
slidesucceed = (PM_SlideMove(gravity) == 0);
PM_TraceAll(&trace, pm->ps->origin, pm->ps->origin);
if (trace.allsolid && !wassolid)
{
Com_Printf("%i:PM_SlideMove solidified! (%f %f %f) -> (%f %f %f)\n", c_pmove,
(double)start_o[0],
(double)start_o[1],
(double)start_o[2],
(double)pm->ps->origin[0],
(double)pm->ps->origin[1],
(double)pm->ps->origin[2]
);
}
if (slidesucceed)
{
return;
}
}
else
{
if (PM_SlideMove(gravity) == 0)
{
return; // we got exactly where we wanted to go first try
}
}
if (pm->debugLevel)
{
Com_Printf("%i:stepping\n", c_pmove);
}
VectorCopy(start_o, down);
down[2] -= STEPSIZE;
PM_TraceAll(&trace, start_o, down);
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) < 0.7f))
{
if (pm->debugLevel)
{
Com_Printf("%i:up velocity can't step\n", c_pmove);
}
return;
}
VectorCopy(pm->ps->origin, down_o);
VectorCopy(pm->ps->velocity, down_v);
VectorCopy(start_o, up);
up[2] += STEPSIZE;
// test the player position if they were a stepheight higher
PM_TraceAll(&trace, up, up);
if (trace.allsolid)
{
if (pm->debugLevel)
{
Com_Printf("%i:bend can't step\n", c_pmove);
}
return; // can't step up
}
// 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;
// check legs&head separately
if (pm->ps->eFlags & EF_PRONE)
{
PM_TraceLegs(&trace, NULL, pm->ps->origin, down, NULL, pm->ps->viewangles, pm->trace, pm->ps->clientNum, pm->tracemask);
if (trace.fraction < 1.0f)
{
// legs don't step, just fuzz.
VectorCopy(down_o, pm->ps->origin);
VectorCopy(down_v, pm->ps->velocity);
if (pm->debugLevel)
{
Com_Printf("%i:legs unsteppable\n", c_pmove);
}
return;
}
PM_TraceHead(&trace, pm->ps->origin, down, NULL, pm->ps->viewangles, pm->trace, pm->ps->clientNum, pm->tracemask);
if (trace.fraction < 1.0f)
{
VectorCopy(down_o, pm->ps->origin);
VectorCopy(down_v, pm->ps->velocity);
if (pm->debugLevel)
{
Com_Printf("%i:head unsteppable\n", c_pmove);
}
return;
}
}
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 0
// if the down trace can trace back to the original position directly, don't step
PM_TraceAll(&trace, pm->ps->origin, start_o);
if (trace.fraction == 1.0)
{
// use the original move
VectorCopy(down_o, pm->ps->origin);
VectorCopy(down_v, pm->ps->velocity);
if (pm->debugLevel)
{
Com_Printf("%i:bend\n", c_pmove);
}
}
else
#endif
{
// use the step move
float delta = pm->ps->origin[2] - start_o[2];
if (delta > 2)
{
if (delta < 7)
{
PM_AddEvent(EV_STEP_4);
}
else if (delta < 11)
{
PM_AddEvent(EV_STEP_8);
}
else if (delta < 15)
{
PM_AddEvent(EV_STEP_12);
}
else
{
PM_AddEvent(EV_STEP_16);
}
}
if (pm->debugLevel)
{
Com_Printf("%i:stepped\n", c_pmove);
}
}
}