/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. Copyright (C) 2002-2021 Q3Rally Team (Per Thormann - q3rally@gmail.com) This file is part of q3rally source code. q3rally 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 2 of the License, or (at your option) any later version. q3rally 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 q3rally; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ #include "g_local.h" #define MAX_SCRIPT_TEXT 8192 // collision types #define CT_BOX 0 #define CT_CONE 1 #define CT_CYLINDER 2 qboolean SeekToSection( char **pointer, char *str ){ char *token; // UPDATE: using strstr instead? // UPDATE: check if end of file is inside of a bracket (ie bad brackets in script file) // seek to 'str {' while ( 1 ) { token = COM_Parse( pointer ); if( !token || token[0] == 0 ) return qfalse; if ( !Q_stricmp( token, "{" ) ){ // loop through this while ( 1 ) { token = COM_Parse( pointer ); if( !token || token[0] == 0 ) return qfalse; if ( !Q_stricmp( token, "}" ) ) break; } } if ( !Q_stricmp( token, str ) ) break; } if( !token || token[0] == 0 ) // model not found return qfalse; return qtrue; } qboolean G_ParseScriptedObject( gentity_t *ent ){ char *text_p; int len, i; char *token; char text[MAX_SCRIPT_TEXT]; char filename[MAX_QPATH]; // char model[MAX_QPATH]; // char deadmodel[MAX_QPATH]; fileHandle_t f; // setup defaults ent->takedamage = qfalse; VectorLength(ent->r.mins); VectorLength(ent->r.maxs); ent->elasticity = 0.1f; ent->mass = 100; ent->moveable = qfalse; ent->number = 0; if (!ent->script || ent->script[0] == 0){ Com_Printf("No Script file specified\n"); return qfalse; } // for debugging only load one object // if( Q_stricmp( ent->script, "models/mapobjects/barrels/barrel01" ) ) // return qfalse; Q_strncpyz(filename, ent->script, sizeof(filename)); token = strchr(filename, '.'); if (!token) Q_strcat(filename, sizeof(filename), ".script"); if (g_developer.integer) Com_Printf("Attempting to load script %s\n", filename); // load the file len = trap_FS_FOpenFile( filename, &f, FS_READ ); if ( !f ){ Com_Printf("Could not find script %s\n", filename); return qfalse; } if ( len >= MAX_SCRIPT_TEXT ) { len = MAX_SCRIPT_TEXT - 1; } trap_FS_Read( text, len, f ); text[len] = 0; trap_FS_FCloseFile( f ); // parse the text text_p = text; // seek to "rally_scripted_object {" if ( !SeekToSection( &text_p, "rally_scripted_object" ) ){ Com_Printf( "Script file '%s' did not contain rally_scripted_object\n", filename ); return qfalse; } // send script file name in CS so we dont need // to do all of the drawing and stuff server side. ent->s.modelindex = G_ScriptIndex( ent->script ); // read optional parameters while ( 1 ) { token = COM_Parse( &text_p ); if( !token || token[0] == 0 || !Q_stricmp( token, "}" ) ) { break; } if ( !Q_stricmp( token, "{" ) ) continue; if (g_developer.integer) Com_Printf("Found token: %s\n", token); if ( !Q_stricmp( token, "type" ) ){ token = COM_Parse( &text_p ); if ( !token ) { break; } ent->s.weapon = atoi(token); continue; } else if ( !Q_stricmp( token, "model" ) ){ COM_Parse( &text_p ); } else if ( !Q_stricmp( token, "deadmodel" ) ){ COM_Parse( &text_p ); } else if ( !Q_stricmp( token, "moveable" ) ){ token = COM_Parse( &text_p ); if ( !token ) { break; } ent->moveable = atoi(token); continue; } else if ( !Q_stricmp( token, "elasticity" ) ){ token = COM_Parse( &text_p ); if ( !token ) { break; } ent->elasticity = atof(token); continue; } else if ( !Q_stricmp( token, "mass" ) ){ token = COM_Parse( &text_p ); if ( !token ) { break; } ent->mass = atoi(token); if (ent->mass <= 0) ent->mass = 100; continue; } else if ( !Q_stricmp( token, "frames" ) ){ COM_Parse( &text_p ); COM_Parse( &text_p ); COM_Parse( &text_p ); COM_Parse( &text_p ); } else if ( !Q_stricmp( token, "health" ) ){ token = COM_Parse( &text_p ); if ( !token ) { break; } ent->maxHealth = ent->health = atoi(token); if (ent->health >= 0) ent->takedamage = qtrue; continue; } else if ( !Q_stricmp( token, "mins" ) ){ for (i = 0; i < 3; i++){ token = COM_Parse( &text_p ); if ( !token ) break; ent->r.mins[i] = atof(token); } continue; } else if ( !Q_stricmp( token, "maxs" ) ){ for (i = 0; i < 3; i++){ token = COM_Parse( &text_p ); if ( !token ) break; ent->r.maxs[i] = atof(token); } continue; } else if ( !Q_stricmp( token, "hitsound" ) ){ COM_Parse( &text_p ); } else if ( !Q_stricmp( token, "presound" ) ){ COM_Parse( &text_p ); } else if ( !Q_stricmp( token, "postsound" ) ){ COM_Parse( &text_p ); } else if ( !Q_stricmp( token, "destroysound" ) ){ COM_Parse( &text_p ); } else if ( !Q_stricmp( token, "gibs" ) ) { // skip gibs part of script (it is only used client side) token = COM_Parse( &text_p ); if ( !token ) { break; } if ( !Q_stricmp( token, "{" ) ){ // loop through this while ( 1 ) { token = COM_Parse( &text_p ); if( !token || token[0] == 0 ) return qfalse; if ( !Q_stricmp( token, "}" ) ) break; } } continue; } else { Com_Printf("Warning: Skipping unknown token %s in %s\n", token, filename); continue; } } if (g_developer.integer) Com_Printf("Successfully parsed script file\n"); return qtrue; } void G_ScriptedObject_ApplyForce( gentity_t *self, vec3_t force, vec3_t at ){ vec3_t arm, moment; VectorSubtract( at, self->s.pos.trBase, arm ); VectorAdd( self->netForce, force, self->netForce ); CrossProduct( arm, force, moment ); VectorAdd( self->netMoment, moment, self->netMoment ); } qboolean G_ScriptedObject_ApplyCollision( gentity_t *self, vec3_t at, vec3_t normal, float elasticity ){ vec3_t arm; vec3_t vP1; vec3_t impulse, impulseMoment; vec3_t cross, cross2; float impulseNum, impulseDen, dot; // float oppositeImpulseNum; // temp for inverseWorldInertiaTensor vec3_t axis[3]; vec3_t inverseBodyInertiaTensor; vec3_t inverseWorldInertiaTensor[3]; VectorSubtract( at, self->s.pos.trBase, arm ); // if (pm->pDebug){ // Com_Printf("PM_ApplyCollision: arm %0.3f, %0.3f, %0.3f\n", arm[0], arm[1], arm[2]); // Com_Printf("PM_ApplyCollision: normal %0.3f, %0.3f, %0.3f\n", normal[0], normal[1], normal[2]); // } CrossProduct( self->s.apos.trDelta, arm, cross ); VectorAdd( self->s.pos.trDelta, cross, vP1 ); { float m[3][3], m2[3][3]; AnglesToOrientation( self->s.apos.trBase, axis ); inverseBodyInertiaTensor[0] = 1.0f * 3.0f / (self->mass * (self->r.maxs[1] * self->r.maxs[1] + self->r.maxs[2] * self->r.maxs[2])); inverseBodyInertiaTensor[1] = 1.0f * 3.0f / (self->mass * (self->r.maxs[0] * self->r.maxs[0] + self->r.maxs[2] * self->r.maxs[2])); inverseBodyInertiaTensor[2] = 1.0f * 3.0f / (self->mass * (self->r.maxs[0] * self->r.maxs[0] + self->r.maxs[1] * self->r.maxs[1])); m[0][0] = inverseBodyInertiaTensor[0] * axis[0][0]; m[1][0] = inverseBodyInertiaTensor[0] * axis[1][0]; m[2][0] = inverseBodyInertiaTensor[0] * axis[2][0]; m[0][1] = inverseBodyInertiaTensor[1] * axis[0][1]; m[1][1] = inverseBodyInertiaTensor[1] * axis[1][1]; m[2][1] = inverseBodyInertiaTensor[1] * axis[2][1]; m[0][2] = inverseBodyInertiaTensor[2] * axis[0][2]; m[1][2] = inverseBodyInertiaTensor[2] * axis[1][2]; m[2][2] = inverseBodyInertiaTensor[2] * axis[2][2]; MatrixTranspose( axis, m2 ); MatrixMultiply( m, m2, inverseWorldInertiaTensor ); } // added from collision VectorClear(impulse); dot = DotProduct(normal, vP1); if ( dot < -8 ){ impulseNum = -(1.0f + elasticity) * DotProduct(normal, vP1); // oppositeImpulseNum = -(1.0f - elasticity) * DotProduct(normal, vP1); CrossProduct( arm, normal, cross ); VectorRotate( cross, inverseWorldInertiaTensor, cross2 ); CrossProduct( cross2, arm, cross ); // Com_Printf( "oneOverMass %f, cross.normal %f\n", 1.0f / body->mass, DotProduct(cross, normal) ); impulseDen = 1.0f / self->mass + DotProduct( cross, normal ); VectorScale( normal, impulseNum / impulseDen, impulse ); } else { // not hitting surface // Com_Printf( "PM_ApplyCollision: not hitting surface, %f\n", dot ); return qfalse; } // apply impulse to primary quantities VectorMA( self->s.pos.trDelta, 1.0 / self->mass, impulse, self->s.pos.trDelta ); CrossProduct( arm, impulse, impulseMoment ); VectorAdd( self->angularMomentum, impulseMoment, self->angularMomentum ); // compute affected auxiliary quantities // VectorRotate( self->angularMomentum, inverseWorldInertiaTensor, self->s.apos.trDelta ); return qtrue; } /* qboolean G_TraceIntersect( trace_t *tr, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask, vec3_t intersect ) { vec3_t dir; vec3_t n, u, p, line; vec3_t lineP; int firstAxis, axis, lineAxis, next, next2; float len, len2, d, denom; trap_Trace( tr, start, mins, maxs, end, passEntityNum, contentmask ); if( tr->fraction == 1.0f || tr->startsolid || tr->allsolid ) { VectorCopy( tr->endpos, intersect ); return qfalse; } Com_Printf( "Trace: fraction %f, normal (%f %f %f), dist %f\n", tr->fraction, tr->plane.normal[0], tr->plane.normal[1], tr->plane.normal[2], tr->plane.dist ); VectorSubtract( end, start, dir ); len = VectorNormalize( dir ); if( len == 0 ) { VectorCopy( tr->endpos, intersect ); return qfalse; } axis = 0; if( fabs(dir[1]) > fabs(dir[0]) && fabs(dir[1]) > fabs(dir[2]) ) axis = 1; else if( fabs(dir[2]) > fabs(dir[0]) && fabs(dir[2]) > fabs(dir[1]) ) axis = 2; firstAxis = axis; Com_Printf( "Axis %i, plane type %i\n", axis, tr->plane.type ); // create plane normal and point VectorClear( n ); VectorCopy( tr->endpos, p ); if( dir[axis] > 0.0f ) { p[axis] += maxs[axis]; n[axis] = 1.0f; } else { p[axis] += mins[axis]; n[axis] = -1.0f; } if( tr->plane.type == axis ) { // FIXME: need to check other plane now? or check distances to make sure we are right. Com_Printf( "Coplaniar\n" ); VectorCopy( p, intersect ); Com_Printf( "1: Point at (%f %f %f)\n", intersect[0], intersect[1], intersect[2] ); return qtrue; } d = p[axis] * n[axis]; Com_Printf( "Plane point (%f %f %f), normal (%f %f %f), dist %f\n", p[0], p[1], p[2], n[0], n[1], n[2], d ); CrossProduct( n, tr->plane.normal, u ); // FIXME: why is u not normalized already since n and plane.normal are normalized len = VectorNormalize( u ); // if( len == 0 ) // { // planes are parallel, Should already be handled previously // } lineAxis = 0; if( fabs(u[1]) > fabs(u[0]) && fabs(u[1]) > fabs(u[2]) ) lineAxis = 1; else if( fabs(u[2]) > fabs(u[0]) && fabs(u[2]) > fabs(u[1]) ) lineAxis = 2; Com_Printf( "Line Axis %i\n", lineAxis ); next = (lineAxis + 1) % 3; next2 = (next + 1) % 3; // trace plane is 1, bbox plane is 2 Com_Printf( "Next %i, next2 %i\n", next, next2 ); denom = ( n[next] * tr->plane.normal[next2] - n[next2] * tr->plane.normal[next] ); Com_Printf( "Denom %f\n", denom ); lineP[axis] = 0; lineP[next] = ( d * tr->plane.normal[next2] - n[next2] * tr->plane.dist ) / denom; lineP[next2] = ( tr->plane.dist * n[next] - tr->plane.normal[next] * d ) / denom; Com_Printf( "Line at (%f %f %f) in direction (%f %f %f)\n", lineP[0], lineP[1], lineP[2], u[0], u[1], u[2] ); axis = 0; if( fabs(dir[1]) <= fabs(dir[0]) && fabs(dir[1]) > fabs(dir[2]) ) axis = 1; else if( fabs(dir[1]) > fabs(dir[0]) && fabs(dir[1]) <= fabs(dir[2]) ) axis = 1; else if( fabs(dir[2]) <= fabs(dir[0]) && fabs(dir[2]) > fabs(dir[1]) ) axis = 2; else if( fabs(dir[2]) > fabs(dir[0]) && fabs(dir[2]) <= fabs(dir[1]) ) axis = 2; if( axis == firstAxis ) axis = (axis + 1) % 3; Com_Printf( "Axis %i\n", axis ); // create plane normal and point VectorClear( n ); VectorCopy( tr->endpos, p ); if( dir[axis] > 0.0f ) { p[axis] += maxs[axis]; n[axis] = 1.0f; } else { p[axis] += mins[axis]; n[axis] = -1.0f; } VectorSubtract( lineP, p, line ); len = DotProduct( line, n ); len2 = DotProduct( u, n ); Com_Printf( "len %f, len2 %f\n", len, len2 ); if( len2 == 0.0f ) { // intersection line of two previous planes is parallel to the plane VectorCopy( lineP, intersect ); // intersect[lineAxis] = tr->endpos[lineAxis]; next = (firstAxis + 1) % 3; next2 = (next + 1) % 3; if( next == axis ) intersect[next2] = tr->endpos[next2]; else intersect[next] = tr->endpos[next]; intersect[axis] = tr->endpos[axis]; // intersect[1] = -intersect[1]; Com_Printf( "2: Point at (%f %f %f)\n", intersect[0], intersect[1], intersect[2] ); return qtrue; } VectorMA( p, -len / len2, u, intersect ); Com_Printf( "3: Point at (%f %f %f)\n", intersect[0], intersect[1], intersect[2] ); return qtrue; } void G_ScriptedObject_TracePhysics( gentity_t *self, float time ) { trace_t tr; vec3_t dir; vec3_t start, end, intersect; float dot; float moveDist, dist; if( VectorLengthSquared( self->s.pos.trDelta ) == 0.0f ) { dist = VectorNormalize2( self->lastNonZeroVelocity, dir ); } else { dist = VectorNormalize2( self->s.pos.trDelta, dir ); } moveDist = 0.5f > dist ? dist * 0.5f : 0.5f; VectorMA( self->s.pos.trBase, -1, dir, start ); VectorMA( self->s.pos.trBase, time * ( dist + moveDist ), dir, end ); // trap_Trace( &tr, start, self->r.mins, self->r.maxs, end, self->s.clientNum, CONTENTS_SOLID|CONTENTS_BODY ); if( G_TraceIntersect( &tr, start, self->r.mins, self->r.maxs, end, self->s.clientNum, CONTENTS_SOLID|CONTENTS_BODY, intersect ) ) { G_SetOrigin( &g_entities[level.testModelID], intersect ); trap_LinkEntity( &g_entities[level.testModelID] ); } if( tr.startsolid || tr.allsolid ) { float moveAhead = dist < 1.0f ? dist - 0.01f : 1.0f; VectorMA( self->s.pos.trBase, moveAhead, dir, start ); // trap_Trace( &tr, start, self->r.mins, self->r.maxs, end, self->s.clientNum, CONTENTS_SOLID|CONTENTS_BODY ); if( G_TraceIntersect( &tr, start, self->r.mins, self->r.maxs, end, self->s.clientNum, CONTENTS_SOLID|CONTENTS_BODY, intersect ) ) { G_SetOrigin( &g_entities[level.testModelID], intersect ); trap_LinkEntity( &g_entities[level.testModelID] ); } if( tr.startsolid || tr.allsolid ) { Com_Printf( "in solid twice, vel %f %f %f, allsolid %i\n", self->s.pos.trDelta[0], self->s.pos.trDelta[1], self->s.pos.trDelta[2], tr.allsolid ); } } // if( tr.fraction == 1.0f ) // return; if( tr.plane.normal[0] == 0 && tr.plane.normal[1] == 0 && tr.plane.normal[2] == 0 ) return; dot = DotProduct( tr.plane.normal, self->s.pos.trDelta ); if( dot < -16.0f ) { VectorMA( self->s.pos.trDelta, -dot * ( 1.00f + self->elasticity ), tr.plane.normal, self->s.pos.trDelta ); } else if( dot < 0.0f ) { // stop the object once it is slow enough // VectorClear( self->s.pos.trDelta ); VectorMA( self->s.pos.trDelta, -dot, tr.plane.normal, self->s.pos.trDelta ); } #if 0 if( !G_ScriptedObject_ApplyCollision( self, intersect, tr.plane.normal, self->elasticity ) ) { // stop the object once it is slow enough VectorClear( self->s.pos.trDelta ); // VectorMA( self->s.pos.trDelta, -dot, tr.plane.normal, self->s.pos.trDelta ); // HACK for the angular velocity if we are stopped on the ground // kind of the same thing as friction VectorScale( self->angularMomentum, 0.99f, self->angularMomentum ); } #endif dot = DotProduct( tr.plane.normal, self->netForce ); if( dot < 0.0f ) { // vec3_t force; // VectorScale( tr.plane.normal, -dot, force ); // G_ScriptedObject_ApplyForce( self, force, intersect ); VectorMA( self->netForce, -dot, tr.plane.normal, self->netForce ); } } */ // Traces a cone at the current position and angles. int G_TraceCone( trace_t *tr, vec3_t origin, vec3_t angles, vec3_t mins, vec3_t maxs, int passEntityNum, int contentmask ) { vec3_t forward, right, up; vec3_t start, end, bottom, top; float radius; vec3_t normal, intersect; float firstHit; int numHits; VectorClear( normal ); VectorClear( intersect ); firstHit = 1.0f; numHits = 0; AngleVectors( angles, forward, right, up ); radius = ( maxs[0] - mins[0] ) / 2.0f; VectorMA( origin, mins[2], up, bottom ); VectorMA( origin, maxs[2], up, top ); VectorCopy( origin, start ); // right VectorMA( bottom, radius, right, end ); trap_Trace( tr, start, NULL, NULL, end, passEntityNum, contentmask ); if( tr->fraction < 1.0f ) { VectorAdd( intersect, tr->endpos, intersect ); VectorAdd( normal, tr->plane.normal, normal ); if( tr->fraction < firstHit ) firstHit = tr->fraction; numHits++; } else { trap_Trace( tr, end, NULL, NULL, top, passEntityNum, contentmask ); if( tr->fraction < 1.0f && !tr->startsolid && !tr->allsolid ) { VectorAdd( intersect, tr->endpos, intersect ); VectorAdd( normal, tr->plane.normal, normal ); if( tr->fraction < firstHit ) firstHit = tr->fraction; numHits++; } } // left VectorMA( bottom, -radius, right, end ); trap_Trace( tr, start, NULL, NULL, end, passEntityNum, contentmask ); if( tr->fraction < 1.0f ) { VectorAdd( intersect, tr->endpos, intersect ); VectorAdd( normal, tr->plane.normal, normal ); if( tr->fraction < firstHit ) firstHit = tr->fraction; numHits++; } else { trap_Trace( tr, end, NULL, NULL, top, passEntityNum, contentmask ); if( tr->fraction < 1.0f && !tr->startsolid && !tr->allsolid ) { VectorAdd( intersect, tr->endpos, intersect ); VectorAdd( normal, tr->plane.normal, normal ); if( tr->fraction < firstHit ) firstHit = tr->fraction; numHits++; } } // front VectorMA( bottom, radius, forward, end ); trap_Trace( tr, start, NULL, NULL, end, passEntityNum, contentmask ); if( tr->fraction < 1.0f ) { VectorAdd( intersect, tr->endpos, intersect ); VectorAdd( normal, tr->plane.normal, normal ); if( tr->fraction < firstHit ) firstHit = tr->fraction; numHits++; } else { trap_Trace( tr, end, NULL, NULL, top, passEntityNum, contentmask ); if( tr->fraction < 1.0f && !tr->startsolid && !tr->allsolid ) { VectorAdd( intersect, tr->endpos, intersect ); VectorAdd( normal, tr->plane.normal, normal ); if( tr->fraction < firstHit ) firstHit = tr->fraction; numHits++; } } // back VectorMA( bottom, -radius, forward, end ); trap_Trace( tr, start, NULL, NULL, end, passEntityNum, contentmask ); if( tr->fraction < 1.0f ) { VectorAdd( intersect, tr->endpos, intersect ); VectorAdd( normal, tr->plane.normal, normal ); if( tr->fraction < firstHit ) firstHit = tr->fraction; numHits++; } else { trap_Trace( tr, end, NULL, NULL, top, passEntityNum, contentmask ); if( tr->fraction < 1.0f && !tr->startsolid && !tr->allsolid ) { VectorAdd( intersect, tr->endpos, intersect ); VectorAdd( normal, tr->plane.normal, normal ); if( tr->fraction < firstHit ) firstHit = tr->fraction; numHits++; } } if( numHits ) { // VectorScale( normal, 1.0f / numHits, tr->plane.normal ); VectorNormalize2( normal, tr->plane.normal ); VectorScale( intersect, 1.0f / numHits, tr->endpos ); tr->fraction = firstHit; return numHits; } return 0; } void G_ScriptedObject_TracePhysics( gentity_t *self, float time ) { trace_t tr; vec3_t dir; vec3_t start, end; float dot; float moveDist, dist; if( VectorLengthSquared( self->s.pos.trDelta ) == 0.0f ) { dist = VectorNormalize2( self->lastNonZeroVelocity, dir ); } else { dist = VectorNormalize2( self->s.pos.trDelta, dir ); } moveDist = 0.5f > dist ? dist * 0.5f : 0.5f; VectorMA( self->s.pos.trBase, -1, dir, start ); VectorMA( self->s.pos.trBase, time * ( dist + moveDist ), dir, end ); trap_Trace( &tr, start, NULL, NULL, end, self->s.number, MASK_PLAYERSOLID ); if( tr.startsolid || tr.allsolid ) { trap_Trace( &tr, start, NULL, NULL, end, self->s.number, MASK_PLAYERSOLID & ~CONTENTS_BODY ); if( tr.fraction < 1.0f || G_TraceCone( &tr, end, self->s.apos.trBase, self->r.mins, self->r.maxs, self->s.number, MASK_PLAYERSOLID & ~CONTENTS_BODY ) ) { // G_SetOrigin( &g_entities[level.testModelID], tr.endpos ); // trap_LinkEntity( &g_entities[level.testModelID] ); } } else if( tr.fraction < 1.0f || G_TraceCone( &tr, end, self->s.apos.trBase, self->r.mins, self->r.maxs, self->s.number, MASK_PLAYERSOLID ) ) { // G_SetOrigin( &g_entities[level.testModelID], tr.endpos ); // trap_LinkEntity( &g_entities[level.testModelID] ); } if( tr.plane.normal[0] == 0 && tr.plane.normal[1] == 0 && tr.plane.normal[2] == 0 ) return; dot = DotProduct( tr.plane.normal, self->s.pos.trDelta ); if( dot < -16.0f ) { VectorMA( self->s.pos.trDelta, -dot * ( 1.0f + self->elasticity ), tr.plane.normal, self->s.pos.trDelta ); } else if( dot < 0.00f ) { // stop the object once it is slow enough // VectorClear( self->s.pos.trDelta ); VectorMA( self->s.pos.trDelta, -dot * 1.00f, tr.plane.normal, self->s.pos.trDelta ); } /* if( !G_ScriptedObject_ApplyCollision( self, tr.endpos, tr.plane.normal, self->elasticity ) ) { // stop the object once it is slow enough // VectorClear( self->s.pos.trDelta ); VectorMA( self->s.pos.trDelta, -dot, tr.plane.normal, self->s.pos.trDelta ); // HACK for the angular velocity if we are stopped on the ground // kind of the same thing as friction // VectorScale( self->angularMomentum, 0.99f, self->angularMomentum ); } */ // friction VectorMA( self->s.pos.trDelta, -dot, tr.plane.normal, dir ); // VectorScale( dir, -1.0f * self->mass, dir ); // G_ScriptedObject_ApplyForce( self, dir, tr.endpos ); VectorMA( self->netForce, -1.0f * self->mass, dir, self->netForce ); dot = DotProduct( tr.plane.normal, self->netForce ); if( dot < 0.00f ) { // vec3_t force; // VectorScale( tr.plane.normal, -dot, force ); // G_ScriptedObject_ApplyForce( self, force, intersect ); VectorMA( self->netForce, -dot * 1.00f, tr.plane.normal, self->netForce ); } } void G_ScriptedObject_IntegratePhysics( gentity_t *self, float time ) { float inverseWorldInertiaTensor[3][3], m[3][3]; float m2[3][3]; vec3_t axis[3]; vec3_t inverseBodyInertiaTensor; qboolean doAngular = qfalse; if( self->netMoment[0] != 0 || self->netMoment[1] != 0 || self->netMoment[2] != 0 || self->angularMomentum[0] != 0 || self->angularMomentum[1] != 0 || self->angularMomentum[2] != 0 ) { doAngular = qtrue; } if( doAngular ) { AnglesToOrientation( self->s.apos.trBase, axis ); inverseBodyInertiaTensor[0] = 1.0f * 3.0f / (self->mass * (self->r.maxs[1] * self->r.maxs[1] + self->r.maxs[2] * self->r.maxs[2])); inverseBodyInertiaTensor[1] = 1.0f * 3.0f / (self->mass * (self->r.maxs[0] * self->r.maxs[0] + self->r.maxs[2] * self->r.maxs[2])); inverseBodyInertiaTensor[2] = 1.0f * 3.0f / (self->mass * (self->r.maxs[0] * self->r.maxs[0] + self->r.maxs[1] * self->r.maxs[1])); m[0][0] = inverseBodyInertiaTensor[0] * axis[0][0]; m[1][0] = inverseBodyInertiaTensor[0] * axis[1][0]; m[2][0] = inverseBodyInertiaTensor[0] * axis[2][0]; m[0][1] = inverseBodyInertiaTensor[1] * axis[0][1]; m[1][1] = inverseBodyInertiaTensor[1] * axis[1][1]; m[2][1] = inverseBodyInertiaTensor[1] * axis[2][1]; m[0][2] = inverseBodyInertiaTensor[2] * axis[0][2]; m[1][2] = inverseBodyInertiaTensor[2] * axis[1][2]; m[2][2] = inverseBodyInertiaTensor[2] * axis[2][2]; MatrixTranspose( axis, m2 ); MatrixMultiply( m, m2, inverseWorldInertiaTensor ); } //linear VectorMA( self->s.pos.trDelta, time / self->mass, self->netForce, self->s.pos.trDelta ); VectorMA( self->s.pos.trBase, time, self->s.pos.trDelta, self->s.pos.trBase ); self->s.pos.trTime = level.time; // angular if( doAngular ) { // vec3_t oldAngles; // VectorCopy( self->s.apos.trBase, oldAngles ); VectorMA( self->angularMomentum, time, self->netMoment, self->angularMomentum ); VectorRotate( self->angularMomentum, inverseWorldInertiaTensor, self->s.apos.trDelta ); m[0][0] = 0; m[0][1] = (time) * -self->s.apos.trDelta[2]; m[0][2] = (time) * self->s.apos.trDelta[1]; m[1][0] = (time) * self->s.apos.trDelta[2]; m[1][1] = 0; m[1][2] = (time) * -self->s.apos.trDelta[0]; m[2][0] = (time) * -self->s.apos.trDelta[1]; m[2][1] = (time) * self->s.apos.trDelta[0]; m[2][2] = 0; MatrixMultiply( m, axis, m2 ); MatrixAdd( axis, m2, axis ); OrthonormalizeOrientation( axis ); OrientationToAngles( axis, self->s.apos.trBase ); // VectorSubtract( self->s.apos.trBase, oldAngles, self->s.apos.trDelta ); // if( time != 0 ) // VectorScale( self->s.apos.trDelta, 1.0f / time, self->s.apos.trDelta ); } if( self->s.pos.trDelta[0] != 0 || self->s.pos.trDelta[1] != 0 || self->s.pos.trDelta[2] != 0 ) { VectorCopy( self->s.pos.trDelta, self->lastNonZeroVelocity ); } } void G_ScriptedObject_Destroy( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ){ Com_Printf("Destroying scripted map object %s\n", self->classname); self->s.eFlags |= EF_DEAD; } void G_ScriptedObject_Touch ( gentity_t *self, gentity_t *other, trace_t *trace ){ vec3_t dir; // float angle, min; float dot; /* vec3_t mins, maxs; // FIXME: use width, height and depth instead of mins and maxs mins[0] = min(-self->r.mins[0], self->r.maxs[0]); mins[1] = min(-self->r.mins[1], self->r.maxs[1]); min = min(mins[0], mins[1]); VectorSet(mins, -min, -min, -min); VectorSet(maxs, min, min, min); */ // hit sound // if (ent->hitSound) // FIXME: play hit sound // VectorSubtract( self->s.pos.trBase, other->s.pos.trBase, trace->plane.normal ); // VectorNormalize( trace->plane.normal ); VectorInverse( trace->plane.normal ); VectorMA( self->s.pos.trDelta, -1, other->s.pos.trDelta, dir ); dot = DotProduct( trace->plane.normal, dir ); // if( dot < -16.0f ) // { VectorMA( dir, -dot * ( 1.0f + self->elasticity ), trace->plane.normal, dir ); VectorAdd( other->s.pos.trDelta, dir, self->s.pos.trDelta ); // } // else if( dot < 0.00f ) // { // stop the object once it is slow enough // VectorClear( self->s.pos.trDelta ); // VectorMA( dir, -dot * 1.00f, trace->plane.normal, self->s.pos.trDelta ); // } // G_ScriptedObject_ApplyCollision( self, trace->endpos, trace->plane.normal, self->elasticity ); } vec3_t tempForce; void G_ScriptedObject_Think ( gentity_t *self ){ /* float time = ( level.time - self->updateTime ) / 1000.0f; VectorSet( self->netForce, 0, 0, -CP_CURRENT_GRAVITY * self->mass ); VectorClear( self->netMoment ); if( level.time % 5000 < 1000 ) { if( tempForce[0] == 0 && tempForce[1] == 0 && tempForce[2] == 0 ) { tempForce[0] = crandom(); tempForce[1] = crandom(); tempForce[2] = random() * 1.5f; } VectorMA( self->netForce, CP_CURRENT_GRAVITY * self->mass, tempForce, self->netForce ); // VectorSet( self->netForce, -CP_CURRENT_GRAVITY * self->mass / 4.0f, 0, 0 ); // self->netForce[0] = -1; } else { VectorClear( tempForce ); } if( self->moveable ) { G_ScriptedObject_TracePhysics( self, 0.050f ); G_ScriptedObject_IntegratePhysics( self, 0.050f ); } */ VectorCopy( self->s.pos.trBase, self->r.currentOrigin ); VectorCopy( self->s.pos.trBase, self->s.origin ); VectorCopy( self->s.apos.trBase, self->r.currentAngles ); VectorCopy( self->s.apos.trBase, self->s.angles ); trap_LinkEntity( self ); self->nextthink = level.time + 50; self->updateTime = level.time; } void G_ScriptedObject_Pain ( gentity_t *self, gentity_t *attacker, int damage ){ /* // hit sound // if (ent->hitSound) // FIXME: play hit sound if (self->number > 0){ self->s.frame = self->number - ((self->maxHealth / (float)self->number) * self->health); } */ // Com_Printf("Scripted map object %s was hit\n", self->classname); } void SP_rally_scripted_object( gentity_t *ent ){ // G_LogPrintf("Spawning a rally_scripted_object\n"); // FIXME: check if one of these types of objects have // already been loaded and use that one instead. if ( !G_ParseScriptedObject( ent ) ){ // if there was a problem loading the script just get rid of this ent G_FreeEntity(ent); return; } ent->s.eType = ET_SCRIPTED; if (!ent->moveable) ent->r.contents = CONTENTS_BODY; ent->die = G_ScriptedObject_Destroy; // ent->touch = G_ScriptedObject_Touch; ent->pain = G_ScriptedObject_Pain; ent->think = G_ScriptedObject_Think; ent->nextthink = level.time + 1000; ent->updateTime = ent->nextthink; VectorClear( ent->netForce ); VectorClear( ent->netMoment ); VectorClear( ent->angularMomentum ); ent->s.pos.trType = TR_LINEAR; ent->s.apos.trType = TR_INTERPOLATE; VectorSet( ent->lastNonZeroVelocity, 0, 0, 0 ); // if (ent->preSoundLoop) // ent->s.loopSound = ent->preSoundLoop; DropToFloor(ent); trap_LinkEntity (ent); }