mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 17:02:17 +00:00
2446 lines
57 KiB
C++
2446 lines
57 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#pragma hdrstop
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#include "../../idlib/precompiled.h"
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#include "../Game_local.h"
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CLASS_DECLARATION( idPhysics_Actor, idPhysics_Player )
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END_CLASS
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// movement parameters
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const float PM_STOPSPEED = 100.0f;
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const float PM_SWIMSCALE = 0.5f;
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const float PM_LADDERSPEED = 100.0f;
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const float PM_STEPSCALE = 1.0f;
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const float PM_ACCELERATE = 10.0f;
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const float PM_AIRACCELERATE = 1.0f;
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const float PM_WATERACCELERATE = 4.0f;
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const float PM_FLYACCELERATE = 8.0f;
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const float PM_FRICTION = 6.0f;
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const float PM_AIRFRICTION = 0.0f;
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const float PM_WATERFRICTION = 1.0f;
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const float PM_FLYFRICTION = 3.0f;
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const float PM_NOCLIPFRICTION = 12.0f;
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const float MIN_WALK_NORMAL = 0.7f; // can't walk on very steep slopes
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const float OVERCLIP = 1.001f;
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// movementFlags
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const int PMF_DUCKED = 1; // set when ducking
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const int PMF_JUMPED = 2; // set when the player jumped this frame
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const int PMF_STEPPED_UP = 4; // set when the player stepped up this frame
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const int PMF_STEPPED_DOWN = 8; // set when the player stepped down this frame
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const int PMF_JUMP_HELD = 16; // set when jump button is held down
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const int PMF_TIME_LAND = 32; // movementTime is time before rejump
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const int PMF_TIME_KNOCKBACK = 64; // movementTime is an air-accelerate only time
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const int PMF_TIME_WATERJUMP = 128; // movementTime is waterjump
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const int PMF_ALL_TIMES = ( PMF_TIME_WATERJUMP | PMF_TIME_LAND | PMF_TIME_KNOCKBACK );
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int c_pmove = 0;
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extern idCVar pm_clientInterpolation_Divergence;
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/*
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============
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idPhysics_Player::CmdScale
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Returns the scale factor to apply to cmd movements
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This allows the clients to use axial -127 to 127 values for all directions
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without getting a sqrt(2) distortion in speed.
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============
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*/
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float idPhysics_Player::CmdScale( const usercmd_t& cmd ) const
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{
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int max;
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float total;
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float scale;
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int forwardmove = cmd.forwardmove;
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int rightmove = cmd.rightmove;
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int upmove = 0;
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// since the crouch key doubles as downward movement, ignore downward movement when we're on the ground
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// otherwise crouch speed will be lower than specified
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if( !walking )
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{
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upmove = ( ( cmd.buttons & BUTTON_JUMP ) ? 127 : 0 ) - ( ( cmd.buttons & BUTTON_CROUCH ) ? 127 : 0 );
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}
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max = abs( forwardmove );
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if( abs( rightmove ) > max )
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{
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max = abs( rightmove );
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}
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if( abs( upmove ) > max )
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{
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max = abs( upmove );
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}
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if( !max )
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{
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return 0.0f;
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}
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total = idMath::Sqrt( ( float ) forwardmove * forwardmove + rightmove * rightmove + upmove * upmove );
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scale = ( float ) playerSpeed * max / ( 127.0f * total );
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return scale;
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}
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/*
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==============
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idPhysics_Player::Accelerate
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Handles user intended acceleration
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==============
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*/
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void idPhysics_Player::Accelerate( const idVec3& wishdir, const float wishspeed, const float accel )
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{
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#if 1
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// q2 style
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float addspeed, accelspeed, currentspeed;
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currentspeed = current.velocity * wishdir;
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addspeed = wishspeed - currentspeed;
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if( addspeed <= 0 )
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{
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return;
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}
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accelspeed = accel * frametime * wishspeed;
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if( accelspeed > addspeed )
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{
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accelspeed = addspeed;
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}
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current.velocity += accelspeed * wishdir;
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#else
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// proper way (avoids strafe jump maxspeed bug), but feels bad
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idVec3 wishVelocity;
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idVec3 pushDir;
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float pushLen;
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float canPush;
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wishVelocity = wishdir * wishspeed;
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pushDir = wishVelocity - current.velocity;
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pushLen = pushDir.Normalize();
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canPush = accel * frametime * wishspeed;
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if( canPush > pushLen )
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{
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canPush = pushLen;
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}
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current.velocity += canPush * pushDir;
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#endif
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}
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/*
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==================
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idPhysics_Player::SlideMove
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Returns true if the velocity was clipped in some way
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==================
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*/
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#define MAX_CLIP_PLANES 5
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bool idPhysics_Player::SlideMove( bool gravity, bool stepUp, bool stepDown, bool push )
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{
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int i, j, k, pushFlags;
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int bumpcount, numbumps, numplanes;
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float d, time_left, into, totalMass;
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idVec3 dir, planes[MAX_CLIP_PLANES];
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idVec3 end, stepEnd, primal_velocity, endVelocity, endClipVelocity, clipVelocity;
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trace_t trace, stepTrace, downTrace;
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bool nearGround, stepped, pushed;
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numbumps = 4;
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primal_velocity = current.velocity;
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if( gravity )
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{
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endVelocity = current.velocity + gravityVector * frametime;
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current.velocity = ( current.velocity + endVelocity ) * 0.5f;
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primal_velocity = endVelocity;
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if( groundPlane )
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{
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// slide along the ground plane
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current.velocity.ProjectOntoPlane( groundTrace.c.normal, OVERCLIP );
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}
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}
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else
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{
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endVelocity = current.velocity;
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}
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time_left = frametime;
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// never turn against the ground plane
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if( groundPlane )
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{
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numplanes = 1;
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planes[0] = groundTrace.c.normal;
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}
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else
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{
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numplanes = 0;
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}
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// never turn against original velocity
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planes[numplanes] = current.velocity;
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planes[numplanes].Normalize();
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numplanes++;
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for( bumpcount = 0; bumpcount < numbumps; bumpcount++ )
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{
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// calculate position we are trying to move to
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end = current.origin + time_left * current.velocity;
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// see if we can make it there
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gameLocal.clip.Translation( trace, current.origin, end, clipModel, clipModel->GetAxis(), clipMask, self );
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time_left -= time_left * trace.fraction;
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current.origin = trace.endpos;
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// if moved the entire distance
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if( trace.fraction >= 1.0f )
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{
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break;
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}
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stepped = pushed = false;
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// if we are allowed to step up
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if( stepUp )
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{
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nearGround = groundPlane | ladder;
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if( !nearGround )
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{
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// trace down to see if the player is near the ground
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// step checking when near the ground allows the player to move up stairs smoothly while jumping
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stepEnd = current.origin + maxStepHeight * gravityNormal;
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gameLocal.clip.Translation( downTrace, current.origin, stepEnd, clipModel, clipModel->GetAxis(), clipMask, self );
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nearGround = ( downTrace.fraction < 1.0f && ( downTrace.c.normal * -gravityNormal ) > MIN_WALK_NORMAL );
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}
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// may only step up if near the ground or on a ladder
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if( nearGround )
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{
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// step up
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stepEnd = current.origin - maxStepHeight * gravityNormal;
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gameLocal.clip.Translation( downTrace, current.origin, stepEnd, clipModel, clipModel->GetAxis(), clipMask, self );
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// trace along velocity
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stepEnd = downTrace.endpos + time_left * current.velocity;
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gameLocal.clip.Translation( stepTrace, downTrace.endpos, stepEnd, clipModel, clipModel->GetAxis(), clipMask, self );
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// step down
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stepEnd = stepTrace.endpos + maxStepHeight * gravityNormal;
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gameLocal.clip.Translation( downTrace, stepTrace.endpos, stepEnd, clipModel, clipModel->GetAxis(), clipMask, self );
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if( downTrace.fraction >= 1.0f || ( downTrace.c.normal * -gravityNormal ) > MIN_WALK_NORMAL )
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{
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// if moved the entire distance
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if( stepTrace.fraction >= 1.0f )
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{
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time_left = 0;
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current.stepUp -= ( downTrace.endpos - current.origin ) * gravityNormal;
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current.origin = downTrace.endpos;
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current.movementFlags |= PMF_STEPPED_UP;
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current.velocity *= PM_STEPSCALE;
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break;
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}
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// if the move is further when stepping up
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if( stepTrace.fraction > trace.fraction )
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{
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time_left -= time_left * stepTrace.fraction;
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current.stepUp -= ( downTrace.endpos - current.origin ) * gravityNormal;
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current.origin = downTrace.endpos;
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current.movementFlags |= PMF_STEPPED_UP;
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current.velocity *= PM_STEPSCALE;
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trace = stepTrace;
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stepped = true;
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}
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}
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}
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}
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// if we can push other entities and not blocked by the world
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if( push && trace.c.entityNum != ENTITYNUM_WORLD )
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{
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clipModel->SetPosition( current.origin, clipModel->GetAxis() );
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// clip movement, only push idMoveables, don't push entities the player is standing on
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// apply impact to pushed objects
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pushFlags = PUSHFL_CLIP | PUSHFL_ONLYMOVEABLE | PUSHFL_NOGROUNDENTITIES | PUSHFL_APPLYIMPULSE;
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// clip & push
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totalMass = gameLocal.push.ClipTranslationalPush( trace, self, pushFlags, end, end - current.origin );
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if( totalMass > 0.0f )
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{
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// decrease velocity based on the total mass of the objects being pushed ?
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current.velocity *= 1.0f - idMath::ClampFloat( 0.0f, 1000.0f, totalMass - 20.0f ) * ( 1.0f / 950.0f );
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pushed = true;
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}
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current.origin = trace.endpos;
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time_left -= time_left * trace.fraction;
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// if moved the entire distance
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if( trace.fraction >= 1.0f )
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{
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break;
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}
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}
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if( !stepped )
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{
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// let the entity know about the collision
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self->Collide( trace, current.velocity );
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}
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if( numplanes >= MAX_CLIP_PLANES )
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{
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// MrElusive: I think we have some relatively high poly LWO models with a lot of slanted tris
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// where it may hit the max clip planes
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current.velocity = vec3_origin;
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return true;
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}
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//
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// if this is the same plane we hit before, nudge velocity
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// out along it, which fixes some epsilon issues with
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// non-axial planes
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//
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for( i = 0; i < numplanes; i++ )
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{
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if( ( trace.c.normal * planes[i] ) > 0.999f )
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{
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current.velocity += trace.c.normal;
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break;
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}
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}
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if( i < numplanes )
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{
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continue;
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}
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planes[numplanes] = trace.c.normal;
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numplanes++;
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//
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// modify velocity so it parallels all of the clip planes
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//
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// find a plane that it enters
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for( i = 0; i < numplanes; i++ )
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{
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into = current.velocity * planes[i];
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if( into >= 0.1f )
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{
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continue; // move doesn't interact with the plane
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}
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// slide along the plane
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clipVelocity = current.velocity;
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clipVelocity.ProjectOntoPlane( planes[i], OVERCLIP );
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// slide along the plane
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endClipVelocity = endVelocity;
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endClipVelocity.ProjectOntoPlane( planes[i], OVERCLIP );
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// see if there is a second plane that the new move enters
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for( j = 0; j < numplanes; j++ )
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{
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if( j == i )
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{
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continue;
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}
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if( ( clipVelocity * planes[j] ) >= 0.1f )
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{
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continue; // move doesn't interact with the plane
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}
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// try clipping the move to the plane
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clipVelocity.ProjectOntoPlane( planes[j], OVERCLIP );
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endClipVelocity.ProjectOntoPlane( planes[j], OVERCLIP );
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// see if it goes back into the first clip plane
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if( ( clipVelocity * planes[i] ) >= 0 )
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{
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continue;
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}
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// slide the original velocity along the crease
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dir = planes[i].Cross( planes[j] );
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dir.Normalize();
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d = dir * current.velocity;
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clipVelocity = d * dir;
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dir = planes[i].Cross( planes[j] );
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dir.Normalize();
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d = dir * endVelocity;
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endClipVelocity = d * dir;
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// see if there is a third plane the the new move enters
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for( k = 0; k < numplanes; k++ )
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{
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if( k == i || k == j )
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{
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continue;
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}
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if( ( clipVelocity * planes[k] ) >= 0.1f )
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{
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continue; // move doesn't interact with the plane
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}
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// stop dead at a tripple plane interaction
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current.velocity = vec3_origin;
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return true;
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}
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}
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// if we have fixed all interactions, try another move
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current.velocity = clipVelocity;
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endVelocity = endClipVelocity;
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break;
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}
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}
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// step down
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if( stepDown && groundPlane )
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{
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stepEnd = current.origin + gravityNormal * maxStepHeight;
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gameLocal.clip.Translation( downTrace, current.origin, stepEnd, clipModel, clipModel->GetAxis(), clipMask, self );
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if( downTrace.fraction > 1e-4f && downTrace.fraction < 1.0f )
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{
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current.stepUp -= ( downTrace.endpos - current.origin ) * gravityNormal;
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current.origin = downTrace.endpos;
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current.movementFlags |= PMF_STEPPED_DOWN;
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current.velocity *= PM_STEPSCALE;
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}
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}
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if( gravity )
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{
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current.velocity = endVelocity;
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}
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// come to a dead stop when the velocity orthogonal to the gravity flipped
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clipVelocity = current.velocity - gravityNormal * current.velocity * gravityNormal;
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endClipVelocity = endVelocity - gravityNormal * endVelocity * gravityNormal;
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if( clipVelocity * endClipVelocity < 0.0f )
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{
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current.velocity = gravityNormal * current.velocity * gravityNormal;
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}
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return ( bool )( bumpcount == 0 );
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}
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/*
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==================
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idPhysics_Player::Friction
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Handles both ground friction and water friction
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==================
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*/
|
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void idPhysics_Player::Friction()
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{
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idVec3 vel;
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float speed, newspeed, control;
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float drop;
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vel = current.velocity;
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if( walking )
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{
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// ignore slope movement, remove all velocity in gravity direction
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vel += ( vel * gravityNormal ) * gravityNormal;
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}
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speed = vel.Length();
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if( speed < 1.0f )
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{
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// remove all movement orthogonal to gravity, allows for sinking underwater
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if( fabs( current.velocity * gravityNormal ) < 1e-5f )
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{
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current.velocity.Zero();
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}
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else
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{
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current.velocity = ( current.velocity * gravityNormal ) * gravityNormal;
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}
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// FIXME: still have z friction underwater?
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return;
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}
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drop = 0;
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// spectator friction
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if( current.movementType == PM_SPECTATOR )
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{
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drop += speed * PM_FLYFRICTION * frametime;
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}
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// apply ground friction
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else if( walking && waterLevel <= WATERLEVEL_FEET )
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{
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// no friction on slick surfaces
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if( !( groundMaterial && groundMaterial->GetSurfaceFlags() & SURF_SLICK ) )
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{
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// if getting knocked back, no friction
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if( !( current.movementFlags & PMF_TIME_KNOCKBACK ) )
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{
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control = speed < PM_STOPSPEED ? PM_STOPSPEED : speed;
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drop += control * PM_FRICTION * frametime;
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}
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}
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}
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// apply water friction even if just wading
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else if( waterLevel )
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{
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drop += speed * PM_WATERFRICTION * waterLevel * frametime;
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}
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// apply air friction
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else
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{
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drop += speed * PM_AIRFRICTION * frametime;
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}
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// scale the velocity
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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( ¤t, 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() );
|
|
}
|
|
|
|
}
|
|
|