コード例 #1
0
qboolean	PM_SlideMove( float gravMod ) {
	int			bumpcount, numbumps;
	vec3_t		dir;
	float		d;
	int			numplanes;
	vec3_t		normal, 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;
	qboolean	damageSelf = qtrue;
	
	numbumps = 4;

	VectorCopy (pm->ps->velocity, primal_velocity);

	if ( gravMod ) 
	{
		VectorCopy( pm->ps->velocity, endVelocity );
		if ( !(pm->ps->eFlags&EF_FORCE_GRIPPED) )
		{
			endVelocity[2] -= pm->ps->gravity * pml.frametime * gravMod;
		}
		pm->ps->velocity[2] = ( pm->ps->velocity[2] + endVelocity[2] ) * 0.5;
		primal_velocity[2] = endVelocity[2];
		if ( pml.groundPlane ) 
		{
			if ( PM_GroundSlideOkay( pml.groundTrace.plane.normal[2] ) )
			{// 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] );
		if ( !PM_GroundSlideOkay( planes[0][2] ) )
		{
			planes[0][2] = 0;
			VectorNormalize( 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, G2_NOCOLLIDE, 0);

		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
		}

		//pm->ps->pm_flags |= PMF_BUMPED;

		// save entity for contact
		PM_AddTouchEnt( trace.entityNum );

		//Hit it
		if ( trace.surfaceFlags&SURF_NODAMAGE )
		{
			damageSelf = qfalse;
		}
		else if ( trace.entityNum == ENTITYNUM_WORLD && trace.plane.normal[2] > 0.5f )
		{//if we land on the ground, let falling damage do it's thing itself, otherwise do impact damage
			damageSelf = qfalse;
		}
		else
		{
			damageSelf = qtrue;
		}

		if ( PM_ClientImpact( trace.entityNum, damageSelf ) )
		{
			continue;
		}

		time_left -= time_left * trace.fraction;

		if ( numplanes >= MAX_CLIP_PLANES ) 
		{// this shouldn't really happen
			VectorClear( pm->ps->velocity );
			return qtrue;
		}

		VectorCopy( trace.plane.normal, normal );
		if ( !PM_GroundSlideOkay( normal[2] ) )
		{//wall-running
			//never push up off a sloped wall
			normal[2] = 0;
			VectorNormalize( normal );
		}
		//
		// 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( normal, planes[i] ) > 0.99 ) {
				VectorAdd( normal, pm->ps->velocity, pm->ps->velocity );
				break;
			}
		}
		if ( i < numplanes ) {
			continue;
		}
		VectorCopy( 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 triple 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 ( gravMod ) {
		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 );
}
コード例 #2
0
ファイル: bg_slidemove.c プロジェクト: Chedo/OpenJK
qboolean	PM_SlideMove( qboolean gravity ) {
	int			bumpcount, numbumps;
	vec3_t		dir;
	float		d;
	int			numplanes;
	vec3_t		normal, 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;
	//qboolean	damageSelf = qtrue;
	
	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 ) {
			if ( PM_GroundSlideOkay( pml.groundTrace.plane.normal[2] ) )
			{// 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] );
		if ( !PM_GroundSlideOkay( planes[0][2] ) )
		{
			planes[0][2] = 0;
			VectorNormalize( 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 );

		if (pm->ps->clientNum >= MAX_CLIENTS)
		{
			bgEntity_t *pEnt = pm_entSelf;

			if (pEnt && pEnt->s.eType == ET_NPC && pEnt->s.NPC_class == CLASS_VEHICLE &&
				pEnt->m_pVehicle)
			{ //do vehicle impact stuff then
				PM_VehicleImpact(pEnt, &trace);
			}
		}
#ifdef QAGAME
		else
		{
			if ( PM_ClientImpact( &trace ) )
			{
				continue;
			}
		}
#endif

		time_left -= time_left * trace.fraction;

		if (numplanes >= MAX_CLIP_PLANES) {
			// this shouldn't really happen
			VectorClear( pm->ps->velocity );
			return qtrue;
		}

		VectorCopy( trace.plane.normal, normal );

		if ( !PM_GroundSlideOkay( normal[2] ) )
		{//wall-running
			//never push up off a sloped wall
			normal[2] = 0;
			VectorNormalize( normal );
		}
		//
		// if this is the same plane we hit before, nudge velocity
		// out along it, which fixes some epsilon issues with
		// non-axial planes
		//
		if ( !(pm->ps->pm_flags&PMF_STUCK_TO_WALL) )
		{//no sliding if stuck to wall!
			for ( i = 0 ; i < numplanes ; i++ ) {
				if ( VectorCompare( normal, planes[i] ) ) {//DotProduct( normal, planes[i] ) > 0.99 ) {
					VectorAdd( normal, pm->ps->velocity, pm->ps->velocity );
					break;
				}
			}
			if ( i < numplanes ) {
				continue;
			}
		}
		VectorCopy (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 triple 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 );
}
コード例 #3
0
qboolean	PM_SlideMove( float gravMod ) {
	int			bumpcount, numbumps;
	vec3_t		dir;
	float		d;
	int			numplanes;
	vec3_t		normal, 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;
	qboolean	damageSelf = qtrue;
	int			slideMoveContents = pm->tracemask;

	if ( pm->ps->clientNum >= MAX_CLIENTS
		&& !PM_ControlledByPlayer() )
	{//a non-player client, not an NPC under player control
		if ( pml.walking //walking on the ground
			|| (pm->ps->groundEntityNum != ENTITYNUM_NONE //in air
				&& PM_InSpecialJump( pm->ps->legsAnim )//in a special jump
				&& !(pm->ps->eFlags&EF_FORCE_GRIPPED)//not being gripped
				&& !(pm->ps->pm_flags&PMF_TIME_KNOCKBACK)
				&& pm->gent
				&& pm->gent->forcePushTime < level.time) )//not being pushed
		{//
			// If we're a vehicle, ignore this if we're being driven
			if ( !pm->gent //not an game ent
				|| !pm->gent->client //not a client
				|| pm->gent->client->NPC_class != CLASS_VEHICLE//not a vehicle
				|| !pm->gent->m_pVehicle //no vehicle
				|| !pm->gent->m_pVehicle->m_pPilot//no pilot
				|| pm->gent->m_pVehicle->m_pPilot->s.number >= MAX_CLIENTS )//pilot is not the player
			{//then treat do not enter brushes as SOLID
				slideMoveContents |= CONTENTS_BOTCLIP;
			}
		}
	}
	
	numbumps = 4;

	VectorCopy (pm->ps->velocity, primal_velocity);

	if ( gravMod ) 
	{
		VectorCopy( pm->ps->velocity, endVelocity );
		if ( !(pm->ps->eFlags&EF_FORCE_GRIPPED) && !(pm->ps->eFlags&EF_FORCE_DRAINED) )
		{
			endVelocity[2] -= pm->ps->gravity * pml.frametime * gravMod;
		}
		pm->ps->velocity[2] = ( pm->ps->velocity[2] + endVelocity[2] ) * 0.5;
		primal_velocity[2] = endVelocity[2];
		if ( pml.groundPlane ) 
		{
			if ( PM_GroundSlideOkay( pml.groundTrace.plane.normal[2] ) )
			{// 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] );
		if ( !PM_GroundSlideOkay( planes[0][2] ) )
		{
			planes[0][2] = 0;
			VectorNormalize( 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, slideMoveContents );
		if ( (trace.contents&CONTENTS_BOTCLIP)
			&& (slideMoveContents&CONTENTS_BOTCLIP) )
		{//hit a do not enter brush
			if ( trace.allsolid || trace.startsolid  )//inside the botclip
			{//crap, we're in a do not enter brush, take it out for the remainder of the traces and re-trace this one right now without it
				slideMoveContents &= ~CONTENTS_BOTCLIP;
				pm->trace ( &trace, pm->ps->origin, pm->mins, pm->maxs, end, pm->ps->clientNum, slideMoveContents );
			}
			else if ( trace.plane.normal[2] > 0.0f )
			{//on top of a do not enter brush, it, just redo this one trace without it
				pm->trace ( &trace, pm->ps->origin, pm->mins, pm->maxs, end, pm->ps->clientNum, (slideMoveContents&~CONTENTS_BOTCLIP) );
			}
		}

		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 );

		//Hit it
		if ( trace.surfaceFlags&SURF_NODAMAGE )
		{
			damageSelf = qfalse;
		}
		else if ( trace.entityNum == ENTITYNUM_WORLD && trace.plane.normal[2] > 0.5f )
		{//if we land on the ground, let falling damage do it's thing itself, otherwise do impact damage
			damageSelf = qfalse;
		}
		else
		{
			damageSelf = qtrue;
		}

		if ( PM_ClientImpact( &trace, damageSelf ) )
		{
			continue;
		}

		if (pm->gent->client && 
			pm->gent->client->NPC_class == CLASS_VEHICLE &&
			trace.plane.normal[2]<pm->gent->m_pVehicle->m_pVehicleInfo->maxSlope
			)
		{
			pm->ps->pm_flags |= PMF_BUMPED;
		}

		time_left -= time_left * trace.fraction;

		if ( numplanes >= MAX_CLIP_PLANES ) 
		{// this shouldn't really happen
			VectorClear( pm->ps->velocity );
			return qtrue;
		}

		VectorCopy( trace.plane.normal, normal );

 		if ( !PM_GroundSlideOkay( normal[2] ) )
		{//wall-running
			//never push up off a sloped wall
			normal[2] = 0;
			VectorNormalize( normal );
		}

		//
		// if this is the same plane we hit before, nudge velocity
		// out along it, which fixes some epsilon issues with
		// non-axial planes
		//
		if ( !(pm->ps->pm_flags&PMF_STUCK_TO_WALL) )
		{//no sliding if stuck to wall!
			for ( i = 0 ; i < numplanes ; i++ ) {
				if ( DotProduct( normal, planes[i] ) > 0.99 ) {
					VectorAdd( normal, pm->ps->velocity, pm->ps->velocity );
					break;
				}
			}
			if ( i < numplanes ) {
				continue;
			}
		}
		VectorCopy( 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 triple 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 ( gravMod ) {
		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 );
}