mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-11-29 23:22:55 +00:00
1071 lines
29 KiB
C
1071 lines
29 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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Copyright (C) 2002-2021 Q3Rally Team (Per Thormann - q3rally@gmail.com)
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This file is part of q3rally source code.
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q3rally source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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q3rally source code is distributed in the hope that it will be
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useful, 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 q3rally; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "g_local.h"
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#define MAX_SCRIPT_TEXT 8192
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// collision types
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#define CT_BOX 0
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#define CT_CONE 1
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#define CT_CYLINDER 2
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qboolean SeekToSection( char **pointer, char *str ){
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char *token;
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// UPDATE: using strstr instead?
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// UPDATE: check if end of file is inside of a bracket (ie bad brackets in script file)
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// seek to 'str {'
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while ( 1 ) {
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token = COM_Parse( pointer );
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if( !token || token[0] == 0 )
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return qfalse;
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if ( !Q_stricmp( token, "{" ) ){
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// loop through this
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while ( 1 ) {
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token = COM_Parse( pointer );
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if( !token || token[0] == 0 )
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return qfalse;
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if ( !Q_stricmp( token, "}" ) )
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break;
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}
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}
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if ( !Q_stricmp( token, str ) )
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break;
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}
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if( !token || token[0] == 0 ) // model not found
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return qfalse;
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return qtrue;
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}
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qboolean G_ParseScriptedObject( gentity_t *ent ){
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char *text_p;
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int len, i;
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char *token;
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char text[MAX_SCRIPT_TEXT];
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char filename[MAX_QPATH];
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// char model[MAX_QPATH];
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// char deadmodel[MAX_QPATH];
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fileHandle_t f;
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// setup defaults
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ent->takedamage = qfalse;
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VectorLength(ent->r.mins);
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VectorLength(ent->r.maxs);
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ent->elasticity = 0.1f;
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ent->mass = 100;
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ent->moveable = qfalse;
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ent->number = 0;
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if (!ent->script || ent->script[0] == 0){
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Com_Printf("No Script file specified\n");
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return qfalse;
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}
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// for debugging only load one object
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// if( Q_stricmp( ent->script, "models/mapobjects/barrels/barrel01" ) )
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// return qfalse;
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Q_strncpyz(filename, ent->script, sizeof(filename));
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token = strchr(filename, '.');
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if (!token)
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Q_strcat(filename, sizeof(filename), ".script");
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if (g_developer.integer)
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Com_Printf("Attempting to load script %s\n", filename);
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// load the file
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len = trap_FS_FOpenFile( filename, &f, FS_READ );
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if ( !f ){
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Com_Printf("Could not find script %s\n", filename);
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return qfalse;
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}
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if ( len >= MAX_SCRIPT_TEXT ) {
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len = MAX_SCRIPT_TEXT - 1;
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}
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trap_FS_Read( text, len, f );
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text[len] = 0;
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trap_FS_FCloseFile( f );
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// parse the text
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text_p = text;
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// seek to "rally_scripted_object {"
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if ( !SeekToSection( &text_p, "rally_scripted_object" ) ){
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Com_Printf( "Script file '%s' did not contain rally_scripted_object\n", filename );
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return qfalse;
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}
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// send script file name in CS so we dont need
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// to do all of the drawing and stuff server side.
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ent->s.modelindex = G_ScriptIndex( ent->script );
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// read optional parameters
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while ( 1 ) {
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token = COM_Parse( &text_p );
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if( !token || token[0] == 0 || !Q_stricmp( token, "}" ) ) {
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break;
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}
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if ( !Q_stricmp( token, "{" ) )
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continue;
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if (g_developer.integer)
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Com_Printf("Found token: %s\n", token);
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if ( !Q_stricmp( token, "type" ) ){
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token = COM_Parse( &text_p );
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if ( !token ) {
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break;
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}
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ent->s.weapon = atoi(token);
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continue;
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}
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else if ( !Q_stricmp( token, "model" ) ){
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COM_Parse( &text_p );
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}
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else if ( !Q_stricmp( token, "deadmodel" ) ){
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COM_Parse( &text_p );
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}
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else if ( !Q_stricmp( token, "moveable" ) ){
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token = COM_Parse( &text_p );
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if ( !token ) {
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break;
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}
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ent->moveable = atoi(token);
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continue;
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}
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else if ( !Q_stricmp( token, "elasticity" ) ){
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token = COM_Parse( &text_p );
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if ( !token ) {
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break;
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}
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ent->elasticity = atof(token);
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continue;
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}
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else if ( !Q_stricmp( token, "mass" ) ){
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token = COM_Parse( &text_p );
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if ( !token ) {
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break;
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}
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ent->mass = atoi(token);
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if (ent->mass <= 0)
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ent->mass = 100;
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continue;
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}
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else if ( !Q_stricmp( token, "frames" ) ){
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COM_Parse( &text_p );
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COM_Parse( &text_p );
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COM_Parse( &text_p );
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COM_Parse( &text_p );
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}
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else if ( !Q_stricmp( token, "health" ) ){
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token = COM_Parse( &text_p );
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if ( !token ) {
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break;
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}
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ent->maxHealth = ent->health = atoi(token);
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if (ent->health >= 0)
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ent->takedamage = qtrue;
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continue;
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}
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else if ( !Q_stricmp( token, "mins" ) ){
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for (i = 0; i < 3; i++){
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token = COM_Parse( &text_p );
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if ( !token ) break;
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ent->r.mins[i] = atof(token);
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}
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continue;
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}
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else if ( !Q_stricmp( token, "maxs" ) ){
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for (i = 0; i < 3; i++){
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token = COM_Parse( &text_p );
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if ( !token ) break;
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ent->r.maxs[i] = atof(token);
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}
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continue;
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}
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else if ( !Q_stricmp( token, "hitsound" ) ){
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COM_Parse( &text_p );
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}
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else if ( !Q_stricmp( token, "presound" ) ){
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COM_Parse( &text_p );
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}
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else if ( !Q_stricmp( token, "postsound" ) ){
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COM_Parse( &text_p );
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}
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else if ( !Q_stricmp( token, "destroysound" ) ){
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COM_Parse( &text_p );
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}
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else if ( !Q_stricmp( token, "gibs" ) ) {
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// skip gibs part of script (it is only used client side)
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token = COM_Parse( &text_p );
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if ( !token ) {
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break;
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}
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if ( !Q_stricmp( token, "{" ) ){
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// loop through this
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while ( 1 ) {
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token = COM_Parse( &text_p );
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if( !token || token[0] == 0 )
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return qfalse;
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if ( !Q_stricmp( token, "}" ) )
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break;
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}
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}
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continue;
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}
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else {
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Com_Printf("Warning: Skipping unknown token %s in %s\n", token, filename);
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continue;
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}
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}
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if (g_developer.integer)
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Com_Printf("Successfully parsed script file\n");
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return qtrue;
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}
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void G_ScriptedObject_ApplyForce( gentity_t *self, vec3_t force, vec3_t at ){
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vec3_t arm, moment;
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VectorSubtract( at, self->s.pos.trBase, arm );
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VectorAdd( self->netForce, force, self->netForce );
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CrossProduct( arm, force, moment );
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VectorAdd( self->netMoment, moment, self->netMoment );
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}
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qboolean G_ScriptedObject_ApplyCollision( gentity_t *self, vec3_t at, vec3_t normal, float elasticity ){
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vec3_t arm;
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vec3_t vP1;
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vec3_t impulse, impulseMoment;
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vec3_t cross, cross2;
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float impulseNum, impulseDen, dot;
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// float oppositeImpulseNum;
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// temp for inverseWorldInertiaTensor
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vec3_t axis[3];
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vec3_t inverseBodyInertiaTensor;
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vec3_t inverseWorldInertiaTensor[3];
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VectorSubtract( at, self->s.pos.trBase, arm );
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// if (pm->pDebug){
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// Com_Printf("PM_ApplyCollision: arm %0.3f, %0.3f, %0.3f\n", arm[0], arm[1], arm[2]);
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// Com_Printf("PM_ApplyCollision: normal %0.3f, %0.3f, %0.3f\n", normal[0], normal[1], normal[2]);
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// }
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CrossProduct( self->s.apos.trDelta, arm, cross );
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VectorAdd( self->s.pos.trDelta, cross, vP1 );
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{
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float m[3][3], m2[3][3];
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AnglesToOrientation( self->s.apos.trBase, axis );
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inverseBodyInertiaTensor[0] = 1.0f * 3.0f / (self->mass * (self->r.maxs[1] * self->r.maxs[1] + self->r.maxs[2] * self->r.maxs[2]));
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inverseBodyInertiaTensor[1] = 1.0f * 3.0f / (self->mass * (self->r.maxs[0] * self->r.maxs[0] + self->r.maxs[2] * self->r.maxs[2]));
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inverseBodyInertiaTensor[2] = 1.0f * 3.0f / (self->mass * (self->r.maxs[0] * self->r.maxs[0] + self->r.maxs[1] * self->r.maxs[1]));
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m[0][0] = inverseBodyInertiaTensor[0] * axis[0][0];
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m[1][0] = inverseBodyInertiaTensor[0] * axis[1][0];
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m[2][0] = inverseBodyInertiaTensor[0] * axis[2][0];
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m[0][1] = inverseBodyInertiaTensor[1] * axis[0][1];
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m[1][1] = inverseBodyInertiaTensor[1] * axis[1][1];
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m[2][1] = inverseBodyInertiaTensor[1] * axis[2][1];
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m[0][2] = inverseBodyInertiaTensor[2] * axis[0][2];
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m[1][2] = inverseBodyInertiaTensor[2] * axis[1][2];
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m[2][2] = inverseBodyInertiaTensor[2] * axis[2][2];
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MatrixTranspose( axis, m2 );
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MatrixMultiply( m, m2, inverseWorldInertiaTensor );
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}
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// added from collision
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VectorClear(impulse);
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dot = DotProduct(normal, vP1);
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if ( dot < -8 ){
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impulseNum = -(1.0f + elasticity) * DotProduct(normal, vP1);
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// oppositeImpulseNum = -(1.0f - elasticity) * DotProduct(normal, vP1);
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CrossProduct( arm, normal, cross );
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VectorRotate( cross, inverseWorldInertiaTensor, cross2 );
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CrossProduct( cross2, arm, cross );
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// Com_Printf( "oneOverMass %f, cross.normal %f\n", 1.0f / body->mass, DotProduct(cross, normal) );
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impulseDen = 1.0f / self->mass + DotProduct( cross, normal );
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VectorScale( normal, impulseNum / impulseDen, impulse );
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}
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else {
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// not hitting surface
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// Com_Printf( "PM_ApplyCollision: not hitting surface, %f\n", dot );
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return qfalse;
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}
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// apply impulse to primary quantities
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VectorMA( self->s.pos.trDelta, 1.0 / self->mass, impulse, self->s.pos.trDelta );
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CrossProduct( arm, impulse, impulseMoment );
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VectorAdd( self->angularMomentum, impulseMoment, self->angularMomentum );
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// compute affected auxiliary quantities
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// VectorRotate( self->angularMomentum, inverseWorldInertiaTensor, self->s.apos.trDelta );
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return qtrue;
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}
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/*
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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 )
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{
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vec3_t dir;
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vec3_t n, u, p, line;
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vec3_t lineP;
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int firstAxis, axis, lineAxis, next, next2;
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float len, len2, d, denom;
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trap_Trace( tr, start, mins, maxs, end, passEntityNum, contentmask );
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if( tr->fraction == 1.0f || tr->startsolid || tr->allsolid )
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{
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VectorCopy( tr->endpos, intersect );
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return qfalse;
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}
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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 );
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VectorSubtract( end, start, dir );
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len = VectorNormalize( dir );
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if( len == 0 )
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{
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VectorCopy( tr->endpos, intersect );
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return qfalse;
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}
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axis = 0;
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if( fabs(dir[1]) > fabs(dir[0]) && fabs(dir[1]) > fabs(dir[2]) )
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axis = 1;
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else if( fabs(dir[2]) > fabs(dir[0]) && fabs(dir[2]) > fabs(dir[1]) )
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axis = 2;
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firstAxis = axis;
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Com_Printf( "Axis %i, plane type %i\n", axis, tr->plane.type );
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// create plane normal and point
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VectorClear( n );
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VectorCopy( tr->endpos, p );
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if( dir[axis] > 0.0f )
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{
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p[axis] += maxs[axis];
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n[axis] = 1.0f;
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}
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else
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{
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p[axis] += mins[axis];
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n[axis] = -1.0f;
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}
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if( tr->plane.type == axis )
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{
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// FIXME: need to check other plane now? or check distances to make sure we are right.
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Com_Printf( "Coplaniar\n" );
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VectorCopy( p, intersect );
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Com_Printf( "1: Point at (%f %f %f)\n", intersect[0], intersect[1], intersect[2] );
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return qtrue;
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}
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d = p[axis] * n[axis];
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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 );
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CrossProduct( n, tr->plane.normal, u );
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// FIXME: why is u not normalized already since n and plane.normal are normalized
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len = VectorNormalize( u );
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// if( len == 0 )
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// {
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// planes are parallel, Should already be handled previously
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// }
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lineAxis = 0;
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if( fabs(u[1]) > fabs(u[0]) && fabs(u[1]) > fabs(u[2]) )
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lineAxis = 1;
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else if( fabs(u[2]) > fabs(u[0]) && fabs(u[2]) > fabs(u[1]) )
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lineAxis = 2;
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Com_Printf( "Line Axis %i\n", lineAxis );
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next = (lineAxis + 1) % 3;
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next2 = (next + 1) % 3;
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// trace plane is 1, bbox plane is 2
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Com_Printf( "Next %i, next2 %i\n", next, next2 );
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denom = ( n[next] * tr->plane.normal[next2] - n[next2] * tr->plane.normal[next] );
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Com_Printf( "Denom %f\n", denom );
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lineP[axis] = 0;
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lineP[next] = ( d * tr->plane.normal[next2] - n[next2] * tr->plane.dist ) / denom;
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lineP[next2] = ( tr->plane.dist * n[next] - tr->plane.normal[next] * d ) / denom;
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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] );
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axis = 0;
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if( fabs(dir[1]) <= fabs(dir[0]) && fabs(dir[1]) > fabs(dir[2]) )
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axis = 1;
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else if( fabs(dir[1]) > fabs(dir[0]) && fabs(dir[1]) <= fabs(dir[2]) )
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axis = 1;
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else if( fabs(dir[2]) <= fabs(dir[0]) && fabs(dir[2]) > fabs(dir[1]) )
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axis = 2;
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else if( fabs(dir[2]) > fabs(dir[0]) && fabs(dir[2]) <= fabs(dir[1]) )
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axis = 2;
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if( axis == firstAxis )
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axis = (axis + 1) % 3;
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Com_Printf( "Axis %i\n", axis );
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// create plane normal and point
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VectorClear( n );
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VectorCopy( tr->endpos, p );
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if( dir[axis] > 0.0f )
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{
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p[axis] += maxs[axis];
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n[axis] = 1.0f;
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}
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else
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{
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p[axis] += mins[axis];
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n[axis] = -1.0f;
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}
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VectorSubtract( lineP, p, line );
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|
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);
|
|
}
|
|
|