Q2 style physics

This commit is contained in:
Scott Brooks 2009-07-08 01:10:01 +00:00
parent 1082875cbc
commit c9f4085bc4
3 changed files with 285 additions and 4 deletions

View file

@ -94,3 +94,5 @@ void PM_AddEvent2(int newEvent, int eventParm);
qboolean PM_SlideMove(qboolean gravity);
void PM_StepSlideMove(qboolean gravity);
qboolean Q2_PM_SlideMove(qboolean gravity);
void Q2_PM_StepSlideMove(qboolean gravity);

View file

@ -159,6 +159,9 @@ pml_t pml;
//Elder: reduce x-y speed on ladders by this factor so it 'feels' more like Q2
#define PM_LADDER_MOVE_REDUCTION 10
#define STOP_EPSILON 0.1f
//#define Q2PHYSICS
// movement parameters
float pm_stopspeed = 100.0f;
float pm_duckScale = 0.25f;
@ -334,6 +337,16 @@ void PM_ClipVelocity(vec3_t in, vec3_t normal, vec3_t out, float overbounce)
float change;
int i;
#ifdef Q2PHYSICS
backoff = DotProduct(in, normal) * overbounce;
for (i = 0; i < 3; i++) {
change = normal[i] * backoff;
out[i] = in[i] - change;
if ( out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
out[i] = 0;
}
#else
backoff = DotProduct(in, normal);
if (backoff < 0) {
@ -346,6 +359,7 @@ void PM_ClipVelocity(vec3_t in, vec3_t normal, vec3_t out, float overbounce)
change = normal[i] * backoff;
out[i] = in[i] - change;
}
#endif
}
/*
@ -618,8 +632,11 @@ Flying out of the water
static void PM_WaterJumpMove(void)
{
// waterjump has no control, but falls
#ifdef Q2PHYSICS
Q2_PM_StepSlideMove(qtrue);
#else
PM_StepSlideMove(qtrue);
#endif
pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
if (pm->ps->velocity[2] < 0) {
@ -685,8 +702,11 @@ static void PM_WaterMove(void)
VectorNormalize(pm->ps->velocity);
VectorScale(pm->ps->velocity, vel, pm->ps->velocity);
}
#ifdef Q2PHYSICS
Q2_PM_StepSlideMove(qfalse);
#else
PM_StepSlideMove(qfalse);
#endif
}
/*
@ -729,7 +749,11 @@ static void PM_FlyMove(void)
PM_Accelerate(wishdir, wishspeed, pm_flyaccelerate);
#ifdef Q2PHYSICS
Q2_PM_StepSlideMove(qfalse);
#else
PM_StepSlideMove(qfalse);
#endif
}
/*
@ -787,8 +811,11 @@ static void PM_AirMove(void)
pm->ps->velocity, OVERCLIP );
}
*/
#ifdef Q2PHYSICS
Q2_PM_StepSlideMove(qtrue);
#else
PM_StepSlideMove(qtrue);
#endif
}
/*
@ -920,8 +947,11 @@ static void PM_WalkMove(void)
if (!pm->ps->velocity[0] && !pm->ps->velocity[1]) {
return;
}
#ifdef Q2PHYSICS
Q2_PM_StepSlideMove(qfalse);
#else
PM_StepSlideMove(qfalse);
#endif
}

View file

@ -54,6 +54,255 @@
#include "bg_public.h"
#include "bg_local.h"
/* QUAKE 2 Style */
/*
==================
PM_StepSlideMove
Each intersection will try to step over the obstruction instead of
sliding along it.
Returns a new origin, velocity, and contact entity
Does not modify any world state?
==================
*/
#define MIN_STEP_NORMAL 0.7 // can't step up onto very steep slopes
#define MAX_CLIP_PLANES 5
qboolean Q2_PM_SlideMove (qboolean gravity)
{
int bumpcount, numbumps;
vec3_t dir;
float d;
int numplanes;
vec3_t planes[MAX_CLIP_PLANES];
vec3_t primal_velocity;
int i, j;
trace_t trace;
vec3_t end;
float time_left;
vec3_t endVelocity;
numbumps = 4;
VectorCopy (pm->ps->velocity, primal_velocity);
if ( gravity ) {
VectorCopy(pm->ps->velocity, endVelocity);
endVelocity[2] -= pm->ps->gravity * pml.frametime;
pm->ps->velocity[2] = (pm->ps->velocity[2] + endVelocity[2]) * 0.5f;
primal_velocity[2] = endVelocity[2];
}
numplanes = 0;
time_left = pml.frametime;
for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
{
for (i=0 ; i<3 ; i++)
end[i] = pm->ps->origin[i] + time_left * pm->ps->velocity[i];
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, end, pm->ps->clientNum, pm->tracemask);
if (trace.allsolid)
{ // entity is trapped in another solid
pm->ps->velocity[2] = 0; // don't build up falling damage
return qtrue;
}
if (trace.fraction > 0)
{ // actually covered some distance
VectorCopy (trace.endpos, pm->ps->origin);
numplanes = 0;
}
if (trace.fraction == 1)
break; // moved the entire distance
// save entity for contact
PM_AddTouchEnt(trace.entityNum);
time_left -= time_left * trace.fraction;
// slide along this plane
if (numplanes >= MAX_CLIP_PLANES)
{ // this shouldn't really happen
VectorCopy (vec3_origin, pm->ps->velocity);
break;
}
VectorCopy (trace.plane.normal, planes[numplanes]);
numplanes++;
#if 0
float rub;
//
// modify velocity so it parallels all of the clip planes
//
if (numplanes == 1)
{ // go along this plane
VectorCopy (pml.velocity, dir);
VectorNormalize (dir);
rub = 1.0 + 0.5 * DotProduct (dir, planes[0]);
// slide along the plane
PM_ClipVelocity (pml.velocity, planes[0], pml.velocity, 1.01);
// rub some extra speed off on xy axis
// not on Z, or you can scrub down walls
pml.velocity[0] *= rub;
pml.velocity[1] *= rub;
pml.velocity[2] *= rub;
}
else if (numplanes == 2)
{ // go along the crease
VectorCopy (pml.velocity, dir);
VectorNormalize (dir);
rub = 1.0 + 0.5 * DotProduct (dir, planes[0]);
// slide along the plane
CrossProduct (planes[0], planes[1], dir);
d = DotProduct (dir, pml.velocity);
VectorScale (dir, d, pml.velocity);
// rub some extra speed off
VectorScale (pml.velocity, rub, pml.velocity);
}
else
{
// Con_Printf ("clip velocity, numplanes == %i\n",numplanes);
VectorCopy (vec3_origin, pml.velocity);
break;
}
#else
//
// modify original_velocity so it parallels all of the clip planes
//
for (i=0 ; i<numplanes ; i++)
{
PM_ClipVelocity (pm->ps->velocity, planes[i], pm->ps->velocity, 1.01);
for (j=0 ; j<numplanes ; j++)
if (j != i)
{
if (DotProduct (pm->ps->velocity, planes[j]) < 0)
break; // not ok
}
if (j == numplanes)
break;
}
if (i != numplanes)
{ // go along this plane
}
else
{ // go along the crease
if (numplanes != 2)
{
// Con_Printf ("clip velocity, numplanes == %i\n",numplanes);
VectorCopy (vec3_origin, pm->ps->velocity);
break;
}
CrossProduct (planes[0], planes[1], dir);
d = DotProduct (dir, pm->ps->velocity);
VectorScale (dir, d, pm->ps->velocity);
}
#endif
//
// if velocity is against the original velocity, stop dead
// to avoid tiny occilations in sloping corners
//
if (DotProduct (pm->ps->velocity, primal_velocity) <= 0)
{
VectorCopy (vec3_origin, pm->ps->velocity);
break;
}
}
if ( gravity ) {
VectorCopy(endVelocity, pm->ps->velocity);
}
if (pm->ps->pm_time)
{
VectorCopy (primal_velocity, pm->ps->velocity);
}
return (bumpcount != 0);
}
/*
==================
PM_StepSlideMove
==================
*/
void Q2_PM_StepSlideMove (qboolean gravity)
{
vec3_t start_o, start_v;
vec3_t down_o, down_v;
trace_t trace;
float down_dist, up_dist;
// vec3_t delta;
vec3_t up, down;
VectorCopy (pm->ps->origin, start_o);
VectorCopy (pm->ps->velocity, start_v);
Q2_PM_SlideMove(gravity);
VectorCopy (pm->ps->origin, down_o);
VectorCopy (pm->ps->velocity, down_v);
VectorCopy (start_o, up);
up[2] += STEPSIZE;
pm->trace (&trace, up, pm->mins, pm->maxs, up, pm->ps->clientNum, pm->tracemask);
if (trace.allsolid)
return; // can't step up
// try sliding above
VectorCopy (up, pm->ps->origin);
VectorCopy (start_v, pm->ps->velocity);
Q2_PM_SlideMove(gravity);
// push down the final amount
VectorCopy (pm->ps->origin, down);
down[2] -= STEPSIZE;
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask);
if (!trace.allsolid)
{
VectorCopy (trace.endpos, pm->ps->origin);
}
#if 0
VectorSubtract (pml.origin, up, delta);
up_dist = DotProduct (delta, start_v);
VectorSubtract (down_o, start_o, delta);
down_dist = DotProduct (delta, start_v);
#else
VectorCopy(pm->ps->origin, up);
// decide which one went farther
down_dist = (down_o[0] - start_o[0])*(down_o[0] - start_o[0])
+ (down_o[1] - start_o[1])*(down_o[1] - start_o[1]);
up_dist = (up[0] - start_o[0])*(up[0] - start_o[0])
+ (up[1] - start_o[1])*(up[1] - start_o[1]);
#endif
if (down_dist > up_dist || trace.plane.normal[2] < MIN_STEP_NORMAL)
{
VectorCopy (down_o, pm->ps->origin);
VectorCopy (down_v, pm->ps->velocity);
return;
}
//!! Special case
// if we were walking along a plane, then we need to copy the Z over
pm->ps->velocity[2] = down_v[2];
if ( gravity ) {
pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
}
}
/*
input: origin, velocity, bounds, groundPlane, trace function