Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- ==================
- PM_SlideMove
- Returns qtrue if the velocity was clipped in some way
- ==================
- */
- qboolean PM_SlideMove(qboolean gravity)
- {
- int bumpcount, numbumps, extrabumps;
- 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;
- extrabumps = 0;
- 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);
- }
- }
- 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,
- trace.endpos[0],
- trace.endpos[1],
- trace.endpos[2]);
- }
- 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)
- {
- if (extrabumps <= 0)
- {
- VectorAdd(trace.plane.normal, pm->ps->velocity, pm->ps->velocity);
- extrabumps++;
- numbumps++;
- 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 );
- 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 >= 0.1)
- {
- 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 (qboolean)(bumpcount != 0);
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement