doom3-bfg/neo/d3xp/physics/Physics_Player.cpp
2012-11-26 12:58:24 -06:00

2178 lines
56 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition 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 Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "../Game_local.h"
CLASS_DECLARATION( idPhysics_Actor, idPhysics_Player )
END_CLASS
// movement parameters
const float PM_STOPSPEED = 100.0f;
const float PM_SWIMSCALE = 0.5f;
const float PM_LADDERSPEED = 100.0f;
const float PM_STEPSCALE = 1.0f;
const float PM_ACCELERATE = 10.0f;
const float PM_AIRACCELERATE = 1.0f;
const float PM_WATERACCELERATE = 4.0f;
const float PM_FLYACCELERATE = 8.0f;
const float PM_FRICTION = 6.0f;
const float PM_AIRFRICTION = 0.0f;
const float PM_WATERFRICTION = 1.0f;
const float PM_FLYFRICTION = 3.0f;
const float PM_NOCLIPFRICTION = 12.0f;
const float MIN_WALK_NORMAL = 0.7f; // can't walk on very steep slopes
const float OVERCLIP = 1.001f;
// movementFlags
const int PMF_DUCKED = 1; // set when ducking
const int PMF_JUMPED = 2; // set when the player jumped this frame
const int PMF_STEPPED_UP = 4; // set when the player stepped up this frame
const int PMF_STEPPED_DOWN = 8; // set when the player stepped down this frame
const int PMF_JUMP_HELD = 16; // set when jump button is held down
const int PMF_TIME_LAND = 32; // movementTime is time before rejump
const int PMF_TIME_KNOCKBACK = 64; // movementTime is an air-accelerate only time
const int PMF_TIME_WATERJUMP = 128; // movementTime is waterjump
const int PMF_ALL_TIMES = (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK);
int c_pmove = 0;
extern idCVar pm_clientInterpolation_Divergence;
/*
============
idPhysics_Player::CmdScale
Returns the scale factor to apply to cmd movements
This allows the clients to use axial -127 to 127 values for all directions
without getting a sqrt(2) distortion in speed.
============
*/
float idPhysics_Player::CmdScale( const usercmd_t &cmd ) const {
int max;
float total;
float scale;
int forwardmove = cmd.forwardmove;
int rightmove = cmd.rightmove;
int upmove = 0;
// since the crouch key doubles as downward movement, ignore downward movement when we're on the ground
// otherwise crouch speed will be lower than specified
if ( !walking ) {
upmove = ( ( cmd.buttons & BUTTON_JUMP ) ? 127 : 0 ) - ( ( cmd.buttons & BUTTON_CROUCH ) ? 127 : 0 );
}
max = abs( forwardmove );
if ( abs( rightmove ) > max ) {
max = abs( rightmove );
}
if ( abs( upmove ) > max ) {
max = abs( upmove );
}
if ( !max ) {
return 0.0f;
}
total = idMath::Sqrt( (float) forwardmove * forwardmove + rightmove * rightmove + upmove * upmove );
scale = (float) playerSpeed * max / ( 127.0f * total );
return scale;
}
/*
==============
idPhysics_Player::Accelerate
Handles user intended acceleration
==============
*/
void idPhysics_Player::Accelerate( const idVec3 &wishdir, const float wishspeed, const float accel ) {
#if 1
// q2 style
float addspeed, accelspeed, currentspeed;
currentspeed = current.velocity * wishdir;
addspeed = wishspeed - currentspeed;
if (addspeed <= 0) {
return;
}
accelspeed = accel * frametime * wishspeed;
if (accelspeed > addspeed) {
accelspeed = addspeed;
}
current.velocity += accelspeed * wishdir;
#else
// proper way (avoids strafe jump maxspeed bug), but feels bad
idVec3 wishVelocity;
idVec3 pushDir;
float pushLen;
float canPush;
wishVelocity = wishdir * wishspeed;
pushDir = wishVelocity - current.velocity;
pushLen = pushDir.Normalize();
canPush = accel * frametime * wishspeed;
if (canPush > pushLen) {
canPush = pushLen;
}
current.velocity += canPush * pushDir;
#endif
}
/*
==================
idPhysics_Player::SlideMove
Returns true if the velocity was clipped in some way
==================
*/
#define MAX_CLIP_PLANES 5
bool idPhysics_Player::SlideMove( bool gravity, bool stepUp, bool stepDown, bool push ) {
int i, j, k, pushFlags;
int bumpcount, numbumps, numplanes;
float d, time_left, into, totalMass;
idVec3 dir, planes[MAX_CLIP_PLANES];
idVec3 end, stepEnd, primal_velocity, endVelocity, endClipVelocity, clipVelocity;
trace_t trace, stepTrace, downTrace;
bool nearGround, stepped, pushed;
numbumps = 4;
primal_velocity = current.velocity;
if ( gravity ) {
endVelocity = current.velocity + gravityVector * frametime;
current.velocity = ( current.velocity + endVelocity ) * 0.5f;
primal_velocity = endVelocity;
if ( groundPlane ) {
// slide along the ground plane
current.velocity.ProjectOntoPlane( groundTrace.c.normal, OVERCLIP );
}
}
else {
endVelocity = current.velocity;
}
time_left = frametime;
// never turn against the ground plane
if ( groundPlane ) {
numplanes = 1;
planes[0] = groundTrace.c.normal;
} else {
numplanes = 0;
}
// never turn against original velocity
planes[numplanes] = current.velocity;
planes[numplanes].Normalize();
numplanes++;
for ( bumpcount = 0; bumpcount < numbumps; bumpcount++ ) {
// calculate position we are trying to move to
end = current.origin + time_left * current.velocity;
// see if we can make it there
gameLocal.clip.Translation( trace, current.origin, end, clipModel, clipModel->GetAxis(), clipMask, self );
time_left -= time_left * trace.fraction;
current.origin = trace.endpos;
// if moved the entire distance
if ( trace.fraction >= 1.0f ) {
break;
}
stepped = pushed = false;
// if we are allowed to step up
if ( stepUp ) {
nearGround = groundPlane | ladder;
if ( !nearGround ) {
// trace down to see if the player is near the ground
// step checking when near the ground allows the player to move up stairs smoothly while jumping
stepEnd = current.origin + maxStepHeight * gravityNormal;
gameLocal.clip.Translation( downTrace, current.origin, stepEnd, clipModel, clipModel->GetAxis(), clipMask, self );
nearGround = ( downTrace.fraction < 1.0f && (downTrace.c.normal * -gravityNormal) > MIN_WALK_NORMAL );
}
// may only step up if near the ground or on a ladder
if ( nearGround ) {
// step up
stepEnd = current.origin - maxStepHeight * gravityNormal;
gameLocal.clip.Translation( downTrace, current.origin, stepEnd, clipModel, clipModel->GetAxis(), clipMask, self );
// trace along velocity
stepEnd = downTrace.endpos + time_left * current.velocity;
gameLocal.clip.Translation( stepTrace, downTrace.endpos, stepEnd, clipModel, clipModel->GetAxis(), clipMask, self );
// step down
stepEnd = stepTrace.endpos + maxStepHeight * gravityNormal;
gameLocal.clip.Translation( downTrace, stepTrace.endpos, stepEnd, clipModel, clipModel->GetAxis(), clipMask, self );
if ( downTrace.fraction >= 1.0f || (downTrace.c.normal * -gravityNormal) > MIN_WALK_NORMAL ) {
// if moved the entire distance
if ( stepTrace.fraction >= 1.0f ) {
time_left = 0;
current.stepUp -= ( downTrace.endpos - current.origin ) * gravityNormal;
current.origin = downTrace.endpos;
current.movementFlags |= PMF_STEPPED_UP;
current.velocity *= PM_STEPSCALE;
break;
}
// if the move is further when stepping up
if ( stepTrace.fraction > trace.fraction ) {
time_left -= time_left * stepTrace.fraction;
current.stepUp -= ( downTrace.endpos - current.origin ) * gravityNormal;
current.origin = downTrace.endpos;
current.movementFlags |= PMF_STEPPED_UP;
current.velocity *= PM_STEPSCALE;
trace = stepTrace;
stepped = true;
}
}
}
}
// if we can push other entities and not blocked by the world
if ( push && trace.c.entityNum != ENTITYNUM_WORLD ) {
clipModel->SetPosition( current.origin, clipModel->GetAxis() );
// clip movement, only push idMoveables, don't push entities the player is standing on
// apply impact to pushed objects
pushFlags = PUSHFL_CLIP|PUSHFL_ONLYMOVEABLE|PUSHFL_NOGROUNDENTITIES|PUSHFL_APPLYIMPULSE;
// clip & push
totalMass = gameLocal.push.ClipTranslationalPush( trace, self, pushFlags, end, end - current.origin );
if ( totalMass > 0.0f ) {
// decrease velocity based on the total mass of the objects being pushed ?
current.velocity *= 1.0f - idMath::ClampFloat( 0.0f, 1000.0f, totalMass - 20.0f ) * ( 1.0f / 950.0f );
pushed = true;
}
current.origin = trace.endpos;
time_left -= time_left * trace.fraction;
// if moved the entire distance
if ( trace.fraction >= 1.0f ) {
break;
}
}
if ( !stepped ) {
// let the entity know about the collision
self->Collide( trace, current.velocity );
}
if ( numplanes >= MAX_CLIP_PLANES ) {
// MrElusive: I think we have some relatively high poly LWO models with a lot of slanted tris
// where it may hit the max clip planes
current.velocity = vec3_origin;
return true;
}
//
// 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 ( ( trace.c.normal * planes[i] ) > 0.999f ) {
current.velocity += trace.c.normal;
break;
}
}
if ( i < numplanes ) {
continue;
}
planes[numplanes] = trace.c.normal;
numplanes++;
//
// modify velocity so it parallels all of the clip planes
//
// find a plane that it enters
for ( i = 0; i < numplanes; i++ ) {
into = current.velocity * planes[i];
if ( into >= 0.1f ) {
continue; // move doesn't interact with the plane
}
// slide along the plane
clipVelocity = current.velocity;
clipVelocity.ProjectOntoPlane( planes[i], OVERCLIP );
// slide along the plane
endClipVelocity = endVelocity;
endClipVelocity.ProjectOntoPlane( planes[i], OVERCLIP );
// see if there is a second plane that the new move enters
for ( j = 0; j < numplanes; j++ ) {
if ( j == i ) {
continue;
}
if ( ( clipVelocity * planes[j] ) >= 0.1f ) {
continue; // move doesn't interact with the plane
}
// try clipping the move to the plane
clipVelocity.ProjectOntoPlane( planes[j], OVERCLIP );
endClipVelocity.ProjectOntoPlane( planes[j], OVERCLIP );
// see if it goes back into the first clip plane
if ( ( clipVelocity * planes[i] ) >= 0 ) {
continue;
}
// slide the original velocity along the crease
dir = planes[i].Cross( planes[j] );
dir.Normalize();
d = dir * current.velocity;
clipVelocity = d * dir;
dir = planes[i].Cross( planes[j] );
dir.Normalize();
d = dir * endVelocity;
endClipVelocity = d * dir;
// 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 ( ( clipVelocity * planes[k] ) >= 0.1f ) {
continue; // move doesn't interact with the plane
}
// stop dead at a tripple plane interaction
current.velocity = vec3_origin;
return true;
}
}
// if we have fixed all interactions, try another move
current.velocity = clipVelocity;
endVelocity = endClipVelocity;
break;
}
}
// step down
if ( stepDown && groundPlane ) {
stepEnd = current.origin + gravityNormal * maxStepHeight;
gameLocal.clip.Translation( downTrace, current.origin, stepEnd, clipModel, clipModel->GetAxis(), clipMask, self );
if ( downTrace.fraction > 1e-4f && downTrace.fraction < 1.0f ) {
current.stepUp -= ( downTrace.endpos - current.origin ) * gravityNormal;
current.origin = downTrace.endpos;
current.movementFlags |= PMF_STEPPED_DOWN;
current.velocity *= PM_STEPSCALE;
}
}
if ( gravity ) {
current.velocity = endVelocity;
}
// come to a dead stop when the velocity orthogonal to the gravity flipped
clipVelocity = current.velocity - gravityNormal * current.velocity * gravityNormal;
endClipVelocity = endVelocity - gravityNormal * endVelocity * gravityNormal;
if ( clipVelocity * endClipVelocity < 0.0f ) {
current.velocity = gravityNormal * current.velocity * gravityNormal;
}
return (bool)( bumpcount == 0 );
}
/*
==================
idPhysics_Player::Friction
Handles both ground friction and water friction
==================
*/
void idPhysics_Player::Friction() {
idVec3 vel;
float speed, newspeed, control;
float drop;
vel = current.velocity;
if ( walking ) {
// ignore slope movement, remove all velocity in gravity direction
vel += (vel * gravityNormal) * gravityNormal;
}
speed = vel.Length();
if ( speed < 1.0f ) {
// remove all movement orthogonal to gravity, allows for sinking underwater
if ( fabs( current.velocity * gravityNormal ) < 1e-5f ) {
current.velocity.Zero();
} else {
current.velocity = (current.velocity * gravityNormal) * gravityNormal;
}
// FIXME: still have z friction underwater?
return;
}
drop = 0;
// spectator friction
if ( current.movementType == PM_SPECTATOR ) {
drop += speed * PM_FLYFRICTION * frametime;
}
// apply ground friction
else if ( walking && waterLevel <= WATERLEVEL_FEET ) {
// no friction on slick surfaces
if ( !(groundMaterial && groundMaterial->GetSurfaceFlags() & SURF_SLICK) ) {
// if getting knocked back, no friction
if ( !(current.movementFlags & PMF_TIME_KNOCKBACK) ) {
control = speed < PM_STOPSPEED ? PM_STOPSPEED : speed;
drop += control * PM_FRICTION * frametime;
}
}
}
// apply water friction even if just wading
else if ( waterLevel ) {
drop += speed * PM_WATERFRICTION * waterLevel * frametime;
}
// apply air friction
else {
drop += speed * PM_AIRFRICTION * frametime;
}
// scale the velocity
newspeed = speed - drop;
if (newspeed < 0) {
newspeed = 0;
}
current.velocity *= ( newspeed / speed );
}
/*
===================
idPhysics_Player::WaterJumpMove
Flying out of the water
===================
*/
void idPhysics_Player::WaterJumpMove() {
// waterjump has no control, but falls
idPhysics_Player::SlideMove( true, true, false, false );
// add gravity
current.velocity += gravityNormal * frametime;
// if falling down
if ( current.velocity * gravityNormal > 0.0f ) {
// cancel as soon as we are falling down again
current.movementFlags &= ~PMF_ALL_TIMES;
current.movementTime = 0;
}
}
/*
===================
idPhysics_Player::WaterMove
===================
*/
void idPhysics_Player::WaterMove() {
idVec3 wishvel;
float wishspeed;
idVec3 wishdir;
float scale;
float vel;
if ( idPhysics_Player::CheckWaterJump() ) {
idPhysics_Player::WaterJumpMove();
return;
}
idPhysics_Player::Friction();
scale = idPhysics_Player::CmdScale( command );
// user intentions
if ( !scale ) {
wishvel = gravityNormal * 60; // sink towards bottom
} else {
wishvel = scale * (viewForward * command.forwardmove + viewRight * command.rightmove);
wishvel -= scale * gravityNormal * ( ( ( command.buttons & BUTTON_JUMP ) ? 127 : 0 ) - ( ( command.buttons & BUTTON_CROUCH ) ? 127 : 0 ) );
}
wishdir = wishvel;
wishspeed = wishdir.Normalize();
if ( wishspeed > playerSpeed * PM_SWIMSCALE ) {
wishspeed = playerSpeed * PM_SWIMSCALE;
}
idPhysics_Player::Accelerate( wishdir, wishspeed, PM_WATERACCELERATE );
// make sure we can go up slopes easily under water
if ( groundPlane && ( current.velocity * groundTrace.c.normal ) < 0.0f ) {
vel = current.velocity.Length();
// slide along the ground plane
current.velocity.ProjectOntoPlane( groundTrace.c.normal, OVERCLIP );
current.velocity.Normalize();
current.velocity *= vel;
}
idPhysics_Player::SlideMove( false, true, false, false );
}
/*
===================
idPhysics_Player::FlyMove
===================
*/
void idPhysics_Player::FlyMove() {
idVec3 wishvel;
float wishspeed;
idVec3 wishdir;
float scale;
// normal slowdown
idPhysics_Player::Friction();
scale = idPhysics_Player::CmdScale( command );
if ( !scale ) {
wishvel = vec3_origin;
} else {
wishvel = scale * (viewForward * command.forwardmove + viewRight * command.rightmove);
wishvel -= scale * gravityNormal * ( ( ( command.buttons & BUTTON_JUMP ) ? 127 : 0 ) - ( ( command.buttons & BUTTON_CROUCH ) ? 127 : 0 ) );
}
wishdir = wishvel;
wishspeed = wishdir.Normalize();
idPhysics_Player::Accelerate( wishdir, wishspeed, PM_FLYACCELERATE );
idPhysics_Player::SlideMove( false, false, false, false );
}
/*
===================
idPhysics_Player::AirMove
===================
*/
void idPhysics_Player::AirMove() {
idVec3 wishvel;
idVec3 wishdir;
float wishspeed;
float scale;
idPhysics_Player::Friction();
scale = idPhysics_Player::CmdScale( command );
// project moves down to flat plane
viewForward -= (viewForward * gravityNormal) * gravityNormal;
viewRight -= (viewRight * gravityNormal) * gravityNormal;
viewForward.Normalize();
viewRight.Normalize();
wishvel = viewForward * command.forwardmove + viewRight * command.rightmove;
wishvel -= (wishvel * gravityNormal) * gravityNormal;
wishdir = wishvel;
wishspeed = wishdir.Normalize();
wishspeed *= scale;
// not on ground, so little effect on velocity
idPhysics_Player::Accelerate( wishdir, wishspeed, PM_AIRACCELERATE );
// we may have a ground plane that is very steep, even
// though we don't have a groundentity
// slide along the steep plane
if ( groundPlane ) {
current.velocity.ProjectOntoPlane( groundTrace.c.normal, OVERCLIP );
}
idPhysics_Player::SlideMove( true, false, false, false );
}
/*
===================
idPhysics_Player::WalkMove
===================
*/
void idPhysics_Player::WalkMove() {
idVec3 wishvel;
idVec3 wishdir;
float wishspeed;
float scale;
float accelerate;
idVec3 oldVelocity, vel;
float oldVel, newVel;
if ( waterLevel > WATERLEVEL_WAIST && ( viewForward * groundTrace.c.normal ) > 0.0f ) {
// begin swimming
idPhysics_Player::WaterMove();
return;
}
if ( idPhysics_Player::CheckJump() ) {
// jumped away
if ( waterLevel > WATERLEVEL_FEET ) {
idPhysics_Player::WaterMove();
}
else {
idPhysics_Player::AirMove();
}
return;
}
idPhysics_Player::Friction();
scale = idPhysics_Player::CmdScale( command );
// project moves down to flat plane
viewForward -= (viewForward * gravityNormal) * gravityNormal;
viewRight -= (viewRight * gravityNormal) * gravityNormal;
// project the forward and right directions onto the ground plane
viewForward.ProjectOntoPlane( groundTrace.c.normal, OVERCLIP );
viewRight.ProjectOntoPlane( groundTrace.c.normal, OVERCLIP );
//
viewForward.Normalize();
viewRight.Normalize();
wishvel = viewForward * command.forwardmove + viewRight * command.rightmove;
wishdir = wishvel;
wishspeed = wishdir.Normalize();
wishspeed *= scale;
// clamp the speed lower if wading or walking on the bottom
if ( waterLevel ) {
float waterScale;
waterScale = waterLevel / 3.0f;
waterScale = 1.0f - ( 1.0f - PM_SWIMSCALE ) * waterScale;
if ( wishspeed > playerSpeed * waterScale ) {
wishspeed = playerSpeed * waterScale;
}
}
// when a player gets hit, they temporarily lose full control, which allows them to be moved a bit
if ( ( groundMaterial && groundMaterial->GetSurfaceFlags() & SURF_SLICK ) || current.movementFlags & PMF_TIME_KNOCKBACK ) {
accelerate = PM_AIRACCELERATE;
}
else {
accelerate = PM_ACCELERATE;
}
idPhysics_Player::Accelerate( wishdir, wishspeed, accelerate );
if ( ( groundMaterial && groundMaterial->GetSurfaceFlags() & SURF_SLICK ) || current.movementFlags & PMF_TIME_KNOCKBACK ) {
current.velocity += gravityVector * frametime;
}
oldVelocity = current.velocity;
// slide along the ground plane
current.velocity.ProjectOntoPlane( groundTrace.c.normal, OVERCLIP );
// if not clipped into the opposite direction
if ( oldVelocity * current.velocity > 0.0f ) {
newVel = current.velocity.LengthSqr();
if ( newVel > 1.0f ) {
oldVel = oldVelocity.LengthSqr();
if ( oldVel > 1.0f ) {
// don't decrease velocity when going up or down a slope
current.velocity *= idMath::Sqrt( oldVel / newVel );
}
}
}
// don't do anything if standing still
vel = current.velocity - (current.velocity * gravityNormal) * gravityNormal;
if ( !vel.LengthSqr() ) {
return;
}
gameLocal.push.InitSavingPushedEntityPositions();
idPhysics_Player::SlideMove( false, true, true, true );
}
/*
==============
idPhysics_Player::DeadMove
==============
*/
void idPhysics_Player::DeadMove() {
float forward;
if ( !walking ) {
return;
}
// extra friction
forward = current.velocity.Length();
forward -= 20;
if ( forward <= 0 ) {
current.velocity = vec3_origin;
}
else {
current.velocity.Normalize();
current.velocity *= forward;
}
}
/*
===============
idPhysics_Player::NoclipMove
===============
*/
void idPhysics_Player::NoclipMove() {
float speed, drop, friction, newspeed, stopspeed;
float scale, wishspeed;
idVec3 wishdir;
// friction
speed = current.velocity.Length();
if ( speed < 20.0f ) {
current.velocity = vec3_origin;
}
else {
stopspeed = playerSpeed * 0.3f;
if ( speed < stopspeed ) {
speed = stopspeed;
}
friction = PM_NOCLIPFRICTION;
drop = speed * friction * frametime;
// scale the velocity
newspeed = speed - drop;
if (newspeed < 0) {
newspeed = 0;
}
current.velocity *= newspeed / speed;
}
// accelerate
scale = idPhysics_Player::CmdScale( command );
wishdir = scale * (viewForward * command.forwardmove + viewRight * command.rightmove);
wishdir -= scale * gravityNormal * ( ( ( command.buttons & BUTTON_JUMP ) ? 127 : 0 ) - ( ( command.buttons & BUTTON_CROUCH ) ? 127 : 0 ) );
wishspeed = wishdir.Normalize();
wishspeed *= scale;
idPhysics_Player::Accelerate( wishdir, wishspeed, PM_ACCELERATE );
// move
current.origin += frametime * current.velocity;
}
/*
===============
idPhysics_Player::SpectatorMove
===============
*/
void idPhysics_Player::SpectatorMove() {
idVec3 wishvel;
float wishspeed;
idVec3 wishdir;
float scale;
trace_t trace;
idVec3 end;
// fly movement
idPhysics_Player::Friction();
scale = idPhysics_Player::CmdScale( command );
if ( !scale ) {
wishvel = vec3_origin;
} else {
wishvel = scale * (viewForward * command.forwardmove + viewRight * command.rightmove);
}
wishdir = wishvel;
wishspeed = wishdir.Normalize();
idPhysics_Player::Accelerate( wishdir, wishspeed, PM_FLYACCELERATE );
idPhysics_Player::SlideMove( false, false, false, false );
}
/*
============
idPhysics_Player::LadderMove
============
*/
void idPhysics_Player::LadderMove() {
idVec3 wishdir, wishvel, right;
float wishspeed, scale;
float upscale;
// stick to the ladder
wishvel = -100.0f * ladderNormal;
current.velocity = (gravityNormal * current.velocity) * gravityNormal + wishvel;
upscale = (-gravityNormal * viewForward + 0.5f) * 2.5f;
if ( upscale > 1.0f ) {
upscale = 1.0f;
}
else if ( upscale < -1.0f ) {
upscale = -1.0f;
}
scale = idPhysics_Player::CmdScale( command );
wishvel = -0.9f * gravityNormal * upscale * scale * (float)command.forwardmove;
// strafe
if ( command.rightmove ) {
// right vector orthogonal to gravity
right = viewRight - (gravityNormal * viewRight) * gravityNormal;
// project right vector into ladder plane
right = right - (ladderNormal * right) * ladderNormal;
right.Normalize();
// if we are looking away from the ladder, reverse the right vector
if ( ladderNormal * viewForward > 0.0f ) {
right = -right;
}
wishvel += 2.0f * right * scale * (float) command.rightmove;
}
// up down movement
if ( command.buttons & (BUTTON_JUMP|BUTTON_CROUCH) ) {
wishvel += -0.5f * gravityNormal * scale * (float)( ( ( command.buttons & BUTTON_JUMP ) ? 127 : 0 ) - ( ( command.buttons & BUTTON_CROUCH ) ? 127 : 0 ) );
}
// do strafe friction
idPhysics_Player::Friction();
// accelerate
wishspeed = wishvel.Normalize();
idPhysics_Player::Accelerate( wishvel, wishspeed, PM_ACCELERATE );
// cap the vertical velocity
upscale = current.velocity * -gravityNormal;
if ( upscale < -PM_LADDERSPEED ) {
current.velocity += gravityNormal * (upscale + PM_LADDERSPEED);
}
else if ( upscale > PM_LADDERSPEED ) {
current.velocity += gravityNormal * (upscale - PM_LADDERSPEED);
}
if ( (wishvel * gravityNormal) == 0.0f ) {
if ( current.velocity * gravityNormal < 0.0f ) {
current.velocity += gravityVector * frametime;
if ( current.velocity * gravityNormal > 0.0f ) {
current.velocity -= (gravityNormal * current.velocity) * gravityNormal;
}
}
else {
current.velocity -= gravityVector * frametime;
if ( current.velocity * gravityNormal < 0.0f ) {
current.velocity -= (gravityNormal * current.velocity) * gravityNormal;
}
}
}
idPhysics_Player::SlideMove( false, ( command.forwardmove > 0 ), false, false );
}
/*
=============
idPhysics_Player::CorrectAllSolid
=============
*/
void idPhysics_Player::CorrectAllSolid( trace_t &trace, int contents ) {
if ( debugLevel ) {
gameLocal.Printf( "%i:allsolid\n", c_pmove );
}
// FIXME: jitter around to find a free spot ?
if ( trace.fraction >= 1.0f ) {
memset( &trace, 0, sizeof( trace ) );
trace.endpos = current.origin;
trace.endAxis = clipModelAxis;
trace.fraction = 0.0f;
trace.c.dist = current.origin.z;
trace.c.normal.Set( 0, 0, 1 );
trace.c.point = current.origin;
trace.c.entityNum = ENTITYNUM_WORLD;
trace.c.id = 0;
trace.c.type = CONTACT_TRMVERTEX;
trace.c.material = NULL;
trace.c.contents = contents;
}
}
/*
=============
idPhysics_Player::CheckGround
=============
*/
void idPhysics_Player::CheckGround() {
int i, contents;
idVec3 point;
bool hadGroundContacts;
hadGroundContacts = HasGroundContacts();
// set the clip model origin before getting the contacts
clipModel->SetPosition( current.origin, clipModel->GetAxis() );
EvaluateContacts();
// setup a ground trace from the contacts
groundTrace.endpos = current.origin;
groundTrace.endAxis = clipModel->GetAxis();
if ( contacts.Num() ) {
groundTrace.fraction = 0.0f;
groundTrace.c = contacts[0];
for ( i = 1; i < contacts.Num(); i++ ) {
groundTrace.c.normal += contacts[i].normal;
}
groundTrace.c.normal.Normalize();
} else {
groundTrace.fraction = 1.0f;
}
contents = gameLocal.clip.Contents( current.origin, clipModel, clipModel->GetAxis(), -1, self );
if ( contents & MASK_SOLID ) {
// do something corrective if stuck in solid
idPhysics_Player::CorrectAllSolid( groundTrace, contents );
}
// if the trace didn't hit anything, we are in free fall
if ( groundTrace.fraction == 1.0f ) {
groundPlane = false;
walking = false;
groundEntityPtr = NULL;
return;
}
groundMaterial = groundTrace.c.material;
groundEntityPtr = gameLocal.entities[ groundTrace.c.entityNum ];
// check if getting thrown off the ground
if ( (current.velocity * -gravityNormal) > 0.0f && ( current.velocity * groundTrace.c.normal ) > 10.0f ) {
if ( debugLevel ) {
gameLocal.Printf( "%i:kickoff\n", c_pmove );
}
groundPlane = false;
walking = false;
return;
}
// slopes that are too steep will not be considered onground
if ( ( groundTrace.c.normal * -gravityNormal ) < MIN_WALK_NORMAL ) {
if ( debugLevel ) {
gameLocal.Printf( "%i:steep\n", c_pmove );
}
// FIXME: if they can't slide down the slope, let them walk (sharp crevices)
// make sure we don't die from sliding down a steep slope
if ( current.velocity * gravityNormal > 150.0f ) {
current.velocity -= ( current.velocity * gravityNormal - 150.0f ) * gravityNormal;
}
groundPlane = true;
walking = false;
return;
}
groundPlane = true;
walking = true;
// hitting solid ground will end a waterjump
if ( current.movementFlags & PMF_TIME_WATERJUMP ) {
current.movementFlags &= ~( PMF_TIME_WATERJUMP | PMF_TIME_LAND );
current.movementTime = 0;
}
// if the player didn't have ground contacts the previous frame
if ( !hadGroundContacts ) {
// don't do landing time if we were just going down a slope
if ( (current.velocity * -gravityNormal) < -200.0f ) {
// don't allow another jump for a little while
current.movementFlags |= PMF_TIME_LAND;
current.movementTime = 250;
}
}
// let the entity know about the collision
self->Collide( groundTrace, current.velocity );
if ( groundEntityPtr.GetEntity() ) {
impactInfo_t info;
groundEntityPtr.GetEntity()->GetImpactInfo( self, groundTrace.c.id, groundTrace.c.point, &info );
if ( info.invMass != 0.0f ) {
groundEntityPtr.GetEntity()->ApplyImpulse( self, groundTrace.c.id, groundTrace.c.point, current.velocity / ( info.invMass * 10.0f ) );
}
}
}
/*
==============
idPhysics_Player::CheckDuck
Sets clip model size
==============
*/
void idPhysics_Player::CheckDuck() {
trace_t trace;
idVec3 end;
idBounds bounds;
float maxZ;
if ( current.movementType == PM_DEAD ) {
maxZ = pm_deadheight.GetFloat();
} else {
// stand up when up against a ladder
if ( ( command.buttons & BUTTON_CROUCH ) && !ladder ) {
// duck
current.movementFlags |= PMF_DUCKED;
} else {
// stand up if possible
if ( current.movementFlags & PMF_DUCKED ) {
// try to stand up
end = current.origin - ( pm_normalheight.GetFloat() - pm_crouchheight.GetFloat() ) * gravityNormal;
gameLocal.clip.Translation( trace, current.origin, end, clipModel, clipModel->GetAxis(), clipMask, self );
if ( trace.fraction >= 1.0f ) {
current.movementFlags &= ~PMF_DUCKED;
}
}
}
if ( current.movementFlags & PMF_DUCKED ) {
playerSpeed = crouchSpeed;
maxZ = pm_crouchheight.GetFloat();
} else {
maxZ = pm_normalheight.GetFloat();
}
}
// if the clipModel height should change
if ( clipModel->GetBounds()[1][2] != maxZ ) {
bounds = clipModel->GetBounds();
bounds[1][2] = maxZ;
if ( pm_usecylinder.GetBool() ) {
clipModel->LoadModel( idTraceModel( bounds, 8 ) );
} else {
clipModel->LoadModel( idTraceModel( bounds ) );
}
}
}
/*
================
idPhysics_Player::CheckLadder
================
*/
void idPhysics_Player::CheckLadder() {
idVec3 forward, start, end;
trace_t trace;
float tracedist;
if ( current.movementTime ) {
return;
}
// if on the ground moving backwards
if ( walking && command.forwardmove <= 0 ) {
return;
}
// forward vector orthogonal to gravity
forward = viewForward - (gravityNormal * viewForward) * gravityNormal;
forward.Normalize();
if ( walking ) {
// don't want to get sucked towards the ladder when still walking
tracedist = 1.0f;
} else {
tracedist = 48.0f;
}
end = current.origin + tracedist * forward;
gameLocal.clip.Translation( trace, current.origin, end, clipModel, clipModel->GetAxis(), clipMask, self );
// if near a surface
if ( trace.fraction < 1.0f ) {
// if a ladder surface
if ( trace.c.material && ( trace.c.material->GetSurfaceFlags() & SURF_LADDER ) ) {
// check a step height higher
end = current.origin - gravityNormal * ( maxStepHeight * 0.75f );
gameLocal.clip.Translation( trace, current.origin, end, clipModel, clipModel->GetAxis(), clipMask, self );
start = trace.endpos;
end = start + tracedist * forward;
gameLocal.clip.Translation( trace, start, end, clipModel, clipModel->GetAxis(), clipMask, self );
// if also near a surface a step height higher
if ( trace.fraction < 1.0f ) {
// if it also is a ladder surface
if ( trace.c.material && trace.c.material->GetSurfaceFlags() & SURF_LADDER ) {
ladder = true;
ladderNormal = trace.c.normal;
}
}
}
}
}
/*
=============
idPhysics_Player::CheckJump
=============
*/
bool idPhysics_Player::CheckJump() {
idVec3 addVelocity;
if ( ( command.buttons & BUTTON_JUMP ) == 0 ) {
// not holding jump
return false;
}
// must wait for jump to be released
if ( current.movementFlags & PMF_JUMP_HELD ) {
return false;
}
// don't jump if we can't stand up
if ( current.movementFlags & PMF_DUCKED ) {
return false;
}
groundPlane = false; // jumping away
walking = false;
current.movementFlags |= PMF_JUMP_HELD | PMF_JUMPED;
addVelocity = 2.0f * maxJumpHeight * -gravityVector;
addVelocity *= idMath::Sqrt( addVelocity.Normalize() );
current.velocity += addVelocity;
return true;
}
/*
=============
idPhysics_Player::CheckWaterJump
=============
*/
bool idPhysics_Player::CheckWaterJump() {
idVec3 spot;
int cont;
idVec3 flatforward;
if ( current.movementTime ) {
return false;
}
// check for water jump
if ( waterLevel != WATERLEVEL_WAIST ) {
return false;
}
flatforward = viewForward - (viewForward * gravityNormal) * gravityNormal;
flatforward.Normalize();
spot = current.origin + 30.0f * flatforward;
spot -= 4.0f * gravityNormal;
cont = gameLocal.clip.Contents( spot, NULL, mat3_identity, -1, self );
if ( !(cont & CONTENTS_SOLID) ) {
return false;
}
spot -= 16.0f * gravityNormal;
cont = gameLocal.clip.Contents( spot, NULL, mat3_identity, -1, self );
if ( cont ) {
return false;
}
// jump out of water
current.velocity = 200.0f * viewForward - 350.0f * gravityNormal;
current.movementFlags |= PMF_TIME_WATERJUMP;
current.movementTime = 2000;
return true;
}
/*
=============
idPhysics_Player::SetWaterLevel
=============
*/
void idPhysics_Player::SetWaterLevel() {
idVec3 point;
idBounds bounds;
int contents;
//
// get waterlevel, accounting for ducking
//
waterLevel = WATERLEVEL_NONE;
waterType = 0;
bounds = clipModel->GetBounds();
// check at feet level
point = current.origin - ( bounds[0][2] + 1.0f ) * gravityNormal;
contents = gameLocal.clip.Contents( point, NULL, mat3_identity, -1, self );
if ( contents & MASK_WATER ) {
waterType = contents;
waterLevel = WATERLEVEL_FEET;
// check at waist level
point = current.origin - ( bounds[1][2] - bounds[0][2] ) * 0.5f * gravityNormal;
contents = gameLocal.clip.Contents( point, NULL, mat3_identity, -1, self );
if ( contents & MASK_WATER ) {
waterLevel = WATERLEVEL_WAIST;
// check at head level
point = current.origin - ( bounds[1][2] - 1.0f ) * gravityNormal;
contents = gameLocal.clip.Contents( point, NULL, mat3_identity, -1, self );
if ( contents & MASK_WATER ) {
waterLevel = WATERLEVEL_HEAD;
}
}
}
}
/*
================
idPhysics_Player::DropTimers
================
*/
void idPhysics_Player::DropTimers() {
// drop misc timing counter
if ( current.movementTime ) {
if ( framemsec >= current.movementTime ) {
current.movementFlags &= ~PMF_ALL_TIMES;
current.movementTime = 0;
}
else {
current.movementTime -= framemsec;
}
}
}
/*
================
idPhysics_Player::MovePlayer
================
*/
void idPhysics_Player::MovePlayer( int msec ) {
// this counter lets us debug movement problems with a journal
// by setting a conditional breakpoint for the previous frame
c_pmove++;
walking = false;
groundPlane = false;
ladder = false;
// determine the time
framemsec = msec;
frametime = framemsec * 0.001f;
// default speed
playerSpeed = walkSpeed;
// remove jumped and stepped up flag
current.movementFlags &= ~(PMF_JUMPED|PMF_STEPPED_UP|PMF_STEPPED_DOWN);
current.stepUp = 0.0f;
if ( ( command.buttons & BUTTON_JUMP ) == 0 ) {
// not holding jump
current.movementFlags &= ~PMF_JUMP_HELD;
}
// if no movement at all
if ( current.movementType == PM_FREEZE ) {
return;
}
// move the player velocity into the frame of a pusher
current.velocity -= current.pushVelocity;
// view vectors
viewForward = commandForward * clipModelAxis;
viewRight = gravityNormal.Cross( viewForward );
viewRight.Normalize();
// fly in spectator mode
if ( current.movementType == PM_SPECTATOR ) {
SpectatorMove();
idPhysics_Player::DropTimers();
return;
}
// special no clip mode
if ( current.movementType == PM_NOCLIP ) {
idPhysics_Player::NoclipMove();
idPhysics_Player::DropTimers();
return;
}
// no control when dead
if ( current.movementType == PM_DEAD ) {
command.forwardmove = 0;
command.rightmove = 0;
command.buttons &= ~(BUTTON_JUMP|BUTTON_CROUCH);
}
// set watertype and waterlevel
idPhysics_Player::SetWaterLevel();
// check for ground
idPhysics_Player::CheckGround();
// check if up against a ladder
idPhysics_Player::CheckLadder();
// set clip model size
idPhysics_Player::CheckDuck();
// handle timers
idPhysics_Player::DropTimers();
// move
if ( current.movementType == PM_DEAD ) {
// dead
idPhysics_Player::DeadMove();
}
else if ( ladder ) {
// going up or down a ladder
idPhysics_Player::LadderMove();
}
else if ( current.movementFlags & PMF_TIME_WATERJUMP ) {
// jumping out of water
idPhysics_Player::WaterJumpMove();
}
else if ( waterLevel > 1 ) {
// swimming
idPhysics_Player::WaterMove();
}
else if ( walking ) {
// walking on ground
idPhysics_Player::WalkMove();
}
else {
// airborne
idPhysics_Player::AirMove();
}
// set watertype, waterlevel and groundentity
idPhysics_Player::SetWaterLevel();
idPhysics_Player::CheckGround();
// move the player velocity back into the world frame
current.velocity += current.pushVelocity;
current.pushVelocity.Zero();
}
/*
================
idPhysics_Player::GetWaterLevel
================
*/
waterLevel_t idPhysics_Player::GetWaterLevel() const {
return waterLevel;
}
/*
================
idPhysics_Player::GetWaterType
================
*/
int idPhysics_Player::GetWaterType() const {
return waterType;
}
/*
================
idPhysics_Player::HasJumped
================
*/
bool idPhysics_Player::HasJumped() const {
return ( ( current.movementFlags & PMF_JUMPED ) != 0 );
}
/*
================
idPhysics_Player::HasSteppedUp
================
*/
bool idPhysics_Player::HasSteppedUp() const {
return ( ( current.movementFlags & ( PMF_STEPPED_UP | PMF_STEPPED_DOWN ) ) != 0 );
}
/*
================
idPhysics_Player::GetStepUp
================
*/
float idPhysics_Player::GetStepUp() const {
return current.stepUp;
}
/*
================
idPhysics_Player::IsCrouching
================
*/
bool idPhysics_Player::IsCrouching() const {
return ( ( current.movementFlags & PMF_DUCKED ) != 0 );
}
/*
================
idPhysics_Player::OnLadder
================
*/
bool idPhysics_Player::OnLadder() const {
return ladder;
}
/*
================
idPhysics_Player::idPhysics_Player
================
*/
idPhysics_Player::idPhysics_Player() {
debugLevel = false;
clipModel = NULL;
clipMask = 0;
memset( &current, 0, sizeof( current ) );
saved = current;
walkSpeed = 0;
crouchSpeed = 0;
maxStepHeight = 0;
maxJumpHeight = 0;
memset( &command, 0, sizeof( command ) );
commandForward = idVec3( 1, 0, 0 );
framemsec = 0;
frametime = 0;
playerSpeed = 0;
viewForward.Zero();
viewRight.Zero();
walking = false;
groundPlane = false;
memset( &groundTrace, 0, sizeof( groundTrace ) );
groundMaterial = NULL;
ladder = false;
ladderNormal.Zero();
waterLevel = WATERLEVEL_NONE;
waterType = 0;
}
/*
================
idPhysics_Player_SavePState
================
*/
void idPhysics_Player_SavePState( idSaveGame *savefile, const playerPState_t &state ) {
savefile->WriteVec3( state.origin );
savefile->WriteVec3( state.velocity );
savefile->WriteVec3( state.localOrigin );
savefile->WriteVec3( state.pushVelocity );
savefile->WriteFloat( state.stepUp );
savefile->WriteInt( state.movementType );
savefile->WriteInt( state.movementFlags );
savefile->WriteInt( state.movementTime );
}
/*
================
idPhysics_Player_RestorePState
================
*/
void idPhysics_Player_RestorePState( idRestoreGame *savefile, playerPState_t &state ) {
savefile->ReadVec3( state.origin );
savefile->ReadVec3( state.velocity );
savefile->ReadVec3( state.localOrigin );
savefile->ReadVec3( state.pushVelocity );
savefile->ReadFloat( state.stepUp );
savefile->ReadInt( state.movementType );
savefile->ReadInt( state.movementFlags );
savefile->ReadInt( state.movementTime );
}
/*
================
idPhysics_Player::Save
================
*/
void idPhysics_Player::Save( idSaveGame *savefile ) const {
idPhysics_Player_SavePState( savefile, current );
idPhysics_Player_SavePState( savefile, saved );
savefile->WriteFloat( walkSpeed );
savefile->WriteFloat( crouchSpeed );
savefile->WriteFloat( maxStepHeight );
savefile->WriteFloat( maxJumpHeight );
savefile->WriteInt( debugLevel );
savefile->WriteUsercmd( command );
savefile->WriteVec3( commandForward );
savefile->WriteInt( framemsec );
savefile->WriteFloat( frametime );
savefile->WriteFloat( playerSpeed );
savefile->WriteVec3( viewForward );
savefile->WriteVec3( viewRight );
savefile->WriteBool( walking );
savefile->WriteBool( groundPlane );
savefile->WriteTrace( groundTrace );
savefile->WriteMaterial( groundMaterial );
savefile->WriteBool( ladder );
savefile->WriteVec3( ladderNormal );
savefile->WriteInt( (int)waterLevel );
savefile->WriteInt( waterType );
}
/*
================
idPhysics_Player::Restore
================
*/
void idPhysics_Player::Restore( idRestoreGame *savefile ) {
idPhysics_Player_RestorePState( savefile, current );
idPhysics_Player_RestorePState( savefile, saved );
savefile->ReadFloat( walkSpeed );
savefile->ReadFloat( crouchSpeed );
savefile->ReadFloat( maxStepHeight );
savefile->ReadFloat( maxJumpHeight );
savefile->ReadInt( debugLevel );
savefile->ReadUsercmd( command );
savefile->ReadVec3( commandForward );
savefile->ReadInt( framemsec );
savefile->ReadFloat( frametime );
savefile->ReadFloat( playerSpeed );
savefile->ReadVec3( viewForward );
savefile->ReadVec3( viewRight );
savefile->ReadBool( walking );
savefile->ReadBool( groundPlane );
savefile->ReadTrace( groundTrace );
savefile->ReadMaterial( groundMaterial );
savefile->ReadBool( ladder );
savefile->ReadVec3( ladderNormal );
savefile->ReadInt( (int &)waterLevel );
savefile->ReadInt( waterType );
}
/*
================
idPhysics_Player::SetPlayerInput
================
*/
void idPhysics_Player::SetPlayerInput( const usercmd_t &cmd, const idVec3 &forwardVector ) {
command = cmd;
commandForward = forwardVector; // can't use cmd.angles cause of the delta_angles
}
/*
================
idPhysics_Player::SetSpeed
================
*/
void idPhysics_Player::SetSpeed( const float newWalkSpeed, const float newCrouchSpeed ) {
walkSpeed = newWalkSpeed;
crouchSpeed = newCrouchSpeed;
}
/*
================
idPhysics_Player::SetMaxStepHeight
================
*/
void idPhysics_Player::SetMaxStepHeight( const float newMaxStepHeight ) {
maxStepHeight = newMaxStepHeight;
}
/*
================
idPhysics_Player::GetMaxStepHeight
================
*/
float idPhysics_Player::GetMaxStepHeight() const {
return maxStepHeight;
}
/*
================
idPhysics_Player::SetMaxJumpHeight
================
*/
void idPhysics_Player::SetMaxJumpHeight( const float newMaxJumpHeight ) {
maxJumpHeight = newMaxJumpHeight;
}
/*
================
idPhysics_Player::SetMovementType
================
*/
void idPhysics_Player::SetMovementType( const pmtype_t type ) {
current.movementType = type;
}
/*
================
idPhysics_Player::SetKnockBack
================
*/
void idPhysics_Player::SetKnockBack( const int knockBackTime ) {
if ( current.movementTime ) {
return;
}
current.movementFlags |= PMF_TIME_KNOCKBACK;
current.movementTime = knockBackTime;
}
/*
================
idPhysics_Player::SetDebugLevel
================
*/
void idPhysics_Player::SetDebugLevel( bool set ) {
debugLevel = set;
}
/*
================
idPhysics_Player::Evaluate
================
*/
bool idPhysics_Player::Evaluate( int timeStepMSec, int endTimeMSec ) {
idVec3 masterOrigin, oldOrigin;
idMat3 masterAxis;
waterLevel = WATERLEVEL_NONE;
waterType = 0;
oldOrigin = current.origin;
clipModel->Unlink();
// if bound to a master
if ( masterEntity ) {
self->GetMasterPosition( masterOrigin, masterAxis );
current.origin = masterOrigin + current.localOrigin * masterAxis;
clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() );
current.velocity = ( current.origin - oldOrigin ) / ( timeStepMSec * 0.001f );
masterDeltaYaw = masterYaw;
masterYaw = masterAxis[0].ToYaw();
masterDeltaYaw = masterYaw - masterDeltaYaw;
return true;
}
ActivateContactEntities();
idPhysics_Player::MovePlayer( timeStepMSec );
clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() );
if ( IsOutsideWorld() ) {
gameLocal.Warning( "clip model outside world bounds for entity '%s' at (%s)", self->name.c_str(), current.origin.ToString(0) );
}
return true; //( current.origin != oldOrigin );
}
/*
================
idPhysics_Player::Interpolate
================
*/
bool idPhysics_Player::Interpolate( const float fraction ) {
/*
// Client is on a pusher... ignore him so he doesn't lag behind
bool becameUnlocked = false;
if ( ClientPusherLocked( becameUnlocked ) ) {
return true;
}
*/
// Test to see how far we are interolating to, if it's a large jump
// in positions, then dont interpolate just do a straight set.
idVec3 deltaVec = previous.origin - next.origin;
float deltaLengthSq = idMath::Fabs( deltaVec.LengthSqr() );
if( deltaLengthSq > pm_clientInterpolation_Divergence.GetFloat() ) {
idLib::Printf( "Client Interpolation Divergence exceeded, snapping client to next position\n" );
current.origin = next.origin;
previous.origin = next.origin;
} else {
current.origin = Lerp( previous.origin, next.origin, fraction );
}
//current.localOrigin = Lerp( previous.localOrigin, next.localOrigin, fraction );
if ( self != NULL && ( self->entityNumber != gameLocal.GetLocalClientNum() ) ) {
current.velocity = Lerp( previous.velocity, next.velocity, fraction );
}
//current.pushVelocity = Lerp( previous.pushVelocity, next.pushVelocity, fraction );
//current.movementTime = Lerp( previous.movementTime, next.movementTime, fraction );
//current.stepUp = Lerp( previous.stepUp, next.stepUp, fraction );
// Since we can't lerp between flag-type variables, use the previous flags if
// fraction is < 0.5 and the next flags if fraction is > 0.5.
//const playerPState_t & flagStateToUse = ( fraction < 0.5f ) ? previous : next;
//current.movementFlags = flagStateToUse.movementFlags;
//current.movementType = flagStateToUse.movementType;
if ( clipModel ) {
clipModel->Link( gameLocal.clip, self, 0, next.origin, clipModel->GetAxis() );
}
return true;
}
/*
================
idPhysics_Player::UpdateTime
================
*/
void idPhysics_Player::UpdateTime( int endTimeMSec ) {
}
/*
================
idPhysics_Player::GetTime
================
*/
int idPhysics_Player::GetTime() const {
return gameLocal.time;
}
/*
================
idPhysics_Player::GetImpactInfo
================
*/
void idPhysics_Player::GetImpactInfo( const int id, const idVec3 &point, impactInfo_t *info ) const {
info->invMass = invMass;
info->invInertiaTensor.Zero();
info->position.Zero();
info->velocity = current.velocity;
}
/*
================
idPhysics_Player::ApplyImpulse
================
*/
void idPhysics_Player::ApplyImpulse( const int id, const idVec3 &point, const idVec3 &impulse ) {
if ( current.movementType != PM_NOCLIP ) {
current.velocity += impulse * invMass;
}
}
/*
================
idPhysics_Player::IsAtRest
================
*/
bool idPhysics_Player::IsAtRest() const {
return false;
}
/*
================
idPhysics_Player::GetRestStartTime
================
*/
int idPhysics_Player::GetRestStartTime() const {
return -1;
}
/*
================
idPhysics_Player::SaveState
================
*/
void idPhysics_Player::SaveState() {
saved = current;
}
/*
================
idPhysics_Player::RestoreState
================
*/
void idPhysics_Player::RestoreState() {
current = saved;
clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() );
EvaluateContacts();
}
/*
================
idPhysics_Player::SetOrigin
================
*/
void idPhysics_Player::SetOrigin( const idVec3 &newOrigin, int id ) {
idVec3 masterOrigin;
idMat3 masterAxis;
current.localOrigin = newOrigin;
if ( masterEntity ) {
self->GetMasterPosition( masterOrigin, masterAxis );
current.origin = masterOrigin + newOrigin * masterAxis;
}
else {
current.origin = newOrigin;
}
clipModel->Link( gameLocal.clip, self, 0, newOrigin, clipModel->GetAxis() );
previous = next = current;
}
/*
================
idPhysics_Player::GetOrigin
================
*/
const idVec3 & idPhysics_Player::PlayerGetOrigin() const {
return current.origin;
}
/*
================
idPhysics_Player::SetAxis
================
*/
void idPhysics_Player::SetAxis( const idMat3 &newAxis, int id ) {
clipModel->Link( gameLocal.clip, self, 0, clipModel->GetOrigin(), newAxis );
previous = next = current;
}
/*
================
idPhysics_Player::Translate
================
*/
void idPhysics_Player::Translate( const idVec3 &translation, int id ) {
current.localOrigin += translation;
current.origin += translation;
clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() );
previous = next = current;
}
/*
================
idPhysics_Player::Rotate
================
*/
void idPhysics_Player::Rotate( const idRotation &rotation, int id ) {
idVec3 masterOrigin;
idMat3 masterAxis;
current.origin *= rotation;
if ( masterEntity ) {
self->GetMasterPosition( masterOrigin, masterAxis );
current.localOrigin = ( current.origin - masterOrigin ) * masterAxis.Transpose();
}
else {
current.localOrigin = current.origin;
}
clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() * rotation.ToMat3() );
}
/*
================
idPhysics_Player::SetLinearVelocity
================
*/
void idPhysics_Player::SetLinearVelocity( const idVec3 &newLinearVelocity, int id ) {
current.velocity = newLinearVelocity;
}
/*
================
idPhysics_Player::GetLinearVelocity
================
*/
const idVec3 &idPhysics_Player::GetLinearVelocity( int id ) const {
return current.velocity;
}
/*
================
idPhysics_Player::SetPushed
================
*/
void idPhysics_Player::SetPushed( int deltaTime ) {
idVec3 velocity;
float d;
// Dont push non Local clients on clients.
if( self->entityNumber != gameLocal.GetLocalClientNum() && common->IsClient() ) { return; }
// velocity with which the player is pushed
velocity = ( current.origin - saved.origin ) / ( deltaTime * idMath::M_MS2SEC );
// remove any downward push velocity
d = velocity * gravityNormal;
if ( d > 0.0f ) {
velocity -= d * gravityNormal;
}
current.pushVelocity += velocity;
}
/*
================
idPhysics_Player::SetPushedWithAbnormalVelocityHack
NOTE: Aside from the velocity hack, this MUST be identical to idPhysics_Player::SetPushed
================
*/
void idPhysics_Player::SetPushedWithAbnormalVelocityHack( int deltaTime ) {
idVec3 velocity;
float d;
// Dont push non Local clients on clients.
if( self->entityNumber != gameLocal.GetLocalClientNum() && common->IsClient() ) { return; }
// velocity with which the player is pushed
velocity = ( current.origin - saved.origin ) / ( deltaTime * idMath::M_MS2SEC );
// START ABNORMAL VELOCITY HACK
// There is a bug where on the first 1 to 2 frames after a load, the player on the boat
// in le_hell_post will be pushed an abnormal amount by the boat mover, causing them to
// be thrown off of the boat.
//
// We're resolving this by just watching for the abnormal velocities and ignoring the push
// in those cases. Since it is literally only 1 or 2 frames, the remaining updates should
// continue to push the player by sane values.
//
const float ABNORMAL_VELOCITY = 600.0f; // anything with a magnitude of this or higher will be ignored
const float len = velocity.LengthSqr();
if ( len >= Square( ABNORMAL_VELOCITY ) ) {
velocity.Zero(); // just ignore the large velocity change completely
}
// END ABNORMAL VELOCITY HACK
// remove any downward push velocity
d = velocity * gravityNormal;
if ( d > 0.0f ) {
velocity -= d * gravityNormal;
}
current.pushVelocity += velocity;
}
/*
================
idPhysics_Player::GetPushedLinearVelocity
================
*/
const idVec3 &idPhysics_Player::GetPushedLinearVelocity( const int id ) const {
return current.pushVelocity;
}
/*
================
idPhysics_Player::ClearPushedVelocity
================
*/
void idPhysics_Player::ClearPushedVelocity() {
current.pushVelocity.Zero();
}
/*
========================
idPhysics_Player::ClientPusherLocked
========================
*/
bool idPhysics_Player::ClientPusherLocked( bool & justBecameUnlocked ) {
bool hasPhysicsContact = false;
bool hasGroundContact = false;
for ( int i = 0; i < contacts.Num(); i++ ) {
idEntity * ent = gameLocal.entities[ contacts[i].entityNum ];
if( ent ) {
idPhysics * p = ent->GetPhysics();
if ( p != NULL ) {
// Testing IsAtRest seems cleaner but there are edge cases of clients jumping right before a mover starts to move
if ( p->IsType( idPhysics_Static::Type ) == false && p->IsType( idPhysics_StaticMulti::Type ) == false ) {
hasPhysicsContact = true;
clientPusherLocked = true; // locked until you have a ground contact that isn't a non static phys obj
// HACK - Tomiko Reactor rotating disks screw up if server locks the pushed clients, but elevators need clients to be locked ( otherwise clients will clip through elevators )
if( strcmp( ent->GetName(), "cylinder_disk1" ) == 0 || strcmp( ent->GetName(), "cylinder_disk2" ) == 0 || strcmp( ent->GetName(), "cylinder_disk3" ) == 0 ) {
clientPusherLocked = false;
}
}
}
if ( contacts[i].normal * -gravityNormal > 0.0f ) {
hasGroundContact = true;
}
}
}
justBecameUnlocked = false;
if ( hasGroundContact && !hasPhysicsContact ) {
if ( clientPusherLocked ) {
justBecameUnlocked = true;
}
clientPusherLocked = false;
}
return clientPusherLocked;
}
/*
================
idPhysics_Player::SetMaster
the binding is never orientated
================
*/
void idPhysics_Player::SetMaster( idEntity *master, const bool orientated ) {
idVec3 masterOrigin;
idMat3 masterAxis;
if ( master ) {
if ( !masterEntity ) {
// transform from world space to master space
self->GetMasterPosition( masterOrigin, masterAxis );
current.localOrigin = ( current.origin - masterOrigin ) * masterAxis.Transpose();
masterEntity = master;
masterYaw = masterAxis[0].ToYaw();
}
ClearContacts();
}
else {
if ( masterEntity ) {
masterEntity = NULL;
}
}
}
const float PLAYER_VELOCITY_MAX = 4000;
const int PLAYER_VELOCITY_TOTAL_BITS = 16;
const int PLAYER_VELOCITY_EXPONENT_BITS = idMath::BitsForInteger( idMath::BitsForFloat( PLAYER_VELOCITY_MAX ) ) + 1;
const int PLAYER_VELOCITY_MANTISSA_BITS = PLAYER_VELOCITY_TOTAL_BITS - 1 - PLAYER_VELOCITY_EXPONENT_BITS;
const int PLAYER_MOVEMENT_TYPE_BITS = 3;
const int PLAYER_MOVEMENT_FLAGS_BITS = 8;
/*
================
idPhysics_Player::WriteToSnapshot
================
*/
void idPhysics_Player::WriteToSnapshot( idBitMsg &msg ) const {
msg.WriteFloat( current.origin[0] );
msg.WriteFloat( current.origin[1] );
msg.WriteFloat( current.origin[2] );
msg.WriteFloat( current.velocity[0], PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS );
msg.WriteFloat( current.velocity[1], PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS );
msg.WriteFloat( current.velocity[2], PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS );
//idLib::Printf("Writing Velocity: x %2f, y %2f, z %2f \n", current.velocity[0], current.velocity[1], current.velocity[2] );
msg.WriteDeltaFloat( current.origin[0], current.localOrigin[0] );
msg.WriteDeltaFloat( current.origin[1], current.localOrigin[1] );
msg.WriteDeltaFloat( current.origin[2], current.localOrigin[2] );
}
/*
================
idPhysics_Player::ReadFromSnapshot
================
*/
void idPhysics_Player::ReadFromSnapshot( const idBitMsg &msg ) {
previous = next;
next.origin = ReadFloatArray< idVec3 >( msg );
next.velocity[0] = msg.ReadFloat( PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS );
next.velocity[1] = msg.ReadFloat( PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS );
next.velocity[2] = msg.ReadFloat( PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS );
//idLib::Printf("Reading Velocity: x %2f, y %2f, z %2f \n", next.velocity[0], next.velocity[1], next.velocity[2] );
next.localOrigin = ReadDeltaFloatArray( msg, next.origin );
if ( clipModel ) {
clipModel->Link( gameLocal.clip, self, 0, next.origin, clipModel->GetAxis() );
}
}