本文整理汇总了C++中PM_ClipVelocity函数的典型用法代码示例。如果您正苦于以下问题:C++ PM_ClipVelocity函数的具体用法?C++ PM_ClipVelocity怎么用?C++ PM_ClipVelocity使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了PM_ClipVelocity函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: PM_AirMove
/*
===================
PM_AirMove
===================
*/
static void PM_AirMove( void ) {
int i;
vec3_t wishvel;
float fmove, smove;
vec3_t wishdir;
float wishspeed;
float scale;
usercmd_t cmd;
PM_Friction();
fmove = pm->cmd.forwardmove;
smove = pm->cmd.rightmove;
cmd = pm->cmd;
scale = PM_CmdScale( &cmd );
// set the movementDir so clients can rotate the legs for strafing
PM_SetMovementDir();
// project moves down to flat plane
pml.forward[2] = 0;
pml.right[2] = 0;
VectorNormalize (pml.forward);
VectorNormalize (pml.right);
for ( i = 0 ; i < 2 ; i++ ) {
wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
}
wishvel[2] = 0;
VectorCopy (wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
wishspeed *= scale;
// not on ground, so little effect on velocity
PM_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 ( pml.groundPlane ) {
PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal,
pm->ps->velocity, OVERCLIP );
}
#if 0
//ZOID: If we are on the grapple, try stair-stepping
//this allows a player to use the grapple to pull himself
//over a ledge
if (pm->ps->pm_flags & PMF_GRAPPLE_PULL)
PM_StepSlideMove ( qtrue );
else
PM_SlideMove ( qtrue );
#endif
PM_StepSlideMove ( qtrue );
}
开发者ID:mecwerks,项目名称:spearmint-ios,代码行数:64,代码来源:bg_pmove.c
示例2: PM_LadderMove
/*
===================
PM_LadderMove()
by: Calrathan [Arthur Tomlin]
Right now all I know is that this works for VERTICAL ladders.
Ladders with angles on them (urban2 for AQ2) haven't been tested.
===================
*/
static void PM_LadderMove( void ) {
int i;
vec3_t wishvel;
float wishspeed;
vec3_t wishdir;
float scale;
float vel;
PM_Friction ();
scale = PM_CmdScale( &pm->cmd );
// user intentions [what the user is attempting to do]
if ( !scale ) {
wishvel[0] = 0;
wishvel[1] = 0;
wishvel[2] = 0;
}
else { // if they're trying to move... lets calculate it
for (i=0 ; i<3 ; i++)
wishvel[i] = scale * pml.forward[i]*pm->cmd.forwardmove +
scale * pml.right[i]*pm->cmd.rightmove;
wishvel[2] += scale * pm->cmd.upmove;
}
VectorCopy (wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
if ( wishspeed > pm->ps->speed * pm_ladderScale ) {
wishspeed = pm->ps->speed * pm_ladderScale;
}
PM_Accelerate (wishdir, wishspeed, pm_ladderAccelerate);
// This SHOULD help us with sloped ladders, but it remains untested.
if ( pml.groundPlane && DotProduct( pm->ps->velocity,
pml.groundTrace.plane.normal ) < 0 ) {
vel = VectorLength(pm->ps->velocity);
// slide along the ground plane [the ladder section under our feet]
PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal,
pm->ps->velocity, OVERCLIP );
VectorNormalize(pm->ps->velocity);
VectorScale(pm->ps->velocity, vel, pm->ps->velocity);
}
PM_SlideMove( qfalse ); // move without gravity
}
开发者ID:Clever-Boy,项目名称:entityplus,代码行数:57,代码来源:bg_pmove.c
示例3: PM_WaterMove
/*
===================
PM_WaterMove
===================
*/
static void PM_WaterMove( void ) {
int i;
vec3_t wishvel;
float wishspeed;
vec3_t wishdir;
float scale;
float vel;
if ( PM_CheckWaterJump() ) {
PM_WaterJumpMove();
return;
}
#if 0
// jump = head for surface
if ( pm->cmd.upmove >= 10 ) {
if (pm->ps->velocity[2] > -300) {
if ( pm->watertype == CONTENTS_WATER ) {
pm->ps->velocity[2] = 100;
} else if (pm->watertype == CONTENTS_SLIME) {
pm->ps->velocity[2] = 80;
} else {
pm->ps->velocity[2] = 50;
}
}
}
#endif
PM_Friction ();
scale = PM_CmdScale( &pm->cmd );
//
// user intentions
//
if ( !scale ) {
wishvel[0] = 0;
wishvel[1] = 0;
wishvel[2] = -60; // sink towards bottom
} else {
for (i=0 ; i<3 ; i++)
wishvel[i] = scale * pml.forward[i]*pm->cmd.forwardmove + scale * pml.right[i]*pm->cmd.rightmove;
wishvel[2] += scale * pm->cmd.upmove;
}
VectorCopy (wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
if ( wishspeed > pm->ps->speed * pm_swimScale ) {
wishspeed = pm->ps->speed * pm_swimScale;
}
PM_Accelerate (wishdir, wishspeed, pm_wateraccelerate);
// make sure we can go up slopes easily under water
if ( pml.groundPlane && DotProduct( pm->ps->velocity, pml.groundTrace.plane.normal ) < 0 ) {
vel = VectorLength(pm->ps->velocity);
// slide along the ground plane
PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal,
pm->ps->velocity, OVERCLIP );
VectorNormalize(pm->ps->velocity);
VectorScale(pm->ps->velocity, vel, pm->ps->velocity);
}
PM_SlideMove( qfalse );
}
开发者ID:mecwerks,项目名称:spearmint-ios,代码行数:71,代码来源:bg_pmove.c
示例4: PM_StepSlideMove
//.........这里部分代码省略.........
VectorSubtract( trace.endpos, down_o, stepVec );
VectorNormalize( stepVec );
if ( stepVec[2] > (1.0f-MIN_WALK_NORMAL) )
{
skipStep = qtrue;
}
}
}
if ( !trace.allsolid
&& !skipStep ) //normal players cannot step up slopes that are too steep to walk on!
{
if ( pm->ps->clientNum >= MAX_CLIENTS//NPC
&& isGiant
&& trace.entityNum < MAX_CLIENTS
&& pEnt
&& pEnt->s.NPC_class == CLASS_RANCOR )
{//Rancor don't step on clients
if ( pm->stepSlideFix )
{
VectorCopy (down_o, pm->ps->origin);
VectorCopy (down_v, pm->ps->velocity);
}
else
{
VectorCopy (start_o, pm->ps->origin);
VectorCopy (start_v, pm->ps->velocity);
}
}
/*
else if ( pm->ps->clientNum >= MAX_CLIENTS//NPC
&& isGiant
&& trace.entityNum < MAX_CLIENTS
&& pEnt
&& pEnt->s.NPC_class == CLASS_ATST
&& OnSameTeam( pEnt, traceEnt) )
{//NPC AT-ST's don't step up on allies
VectorCopy (start_o, pm->ps->origin);
VectorCopy (start_v, pm->ps->velocity);
}
*/
else
{
VectorCopy (trace.endpos, pm->ps->origin);
if ( pm->stepSlideFix )
{
if ( trace.fraction < 1.0 ) {
PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP );
}
}
}
}
else
{
if ( pm->stepSlideFix )
{
VectorCopy (down_o, pm->ps->origin);
VectorCopy (down_v, pm->ps->velocity);
}
}
if ( !pm->stepSlideFix )
{
if ( trace.fraction < 1.0 ) {
PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP );
}
}
#if 0
// if the down trace can trace back to the original position directly, don't step
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, start_o, pm->ps->clientNum, pm->tracemask);
if ( trace.fraction == 1.0 ) {
// use the original move
VectorCopy (down_o, pm->ps->origin);
VectorCopy (down_v, pm->ps->velocity);
if ( pm->debugLevel ) {
Com_Printf("%i:bend\n", c_pmove);
}
} else
#endif
{
// use the step move
float delta;
delta = pm->ps->origin[2] - start_o[2];
if ( delta > 2 ) {
if ( delta < 7 ) {
PM_AddEvent( EV_STEP_4 );
} else if ( delta < 11 ) {
PM_AddEvent( EV_STEP_8 );
} else if ( delta < 15 ) {
PM_AddEvent( EV_STEP_12 );
} else {
PM_AddEvent( EV_STEP_16 );
}
}
if ( pm->debugLevel ) {
Com_Printf("%i:stepped\n", c_pmove);
}
}
}
开发者ID:Chedo,项目名称:OpenJK,代码行数:101,代码来源:bg_slidemove.c
示例5: PM_StepSlideMove_
void PM_StepSlideMove_ (void)
{
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;
numbumps = 4;
VectorCopy (pml.velocity, primal_velocity);
numplanes = 0;
time_left = pml.frametime;
for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
{
for (i=0 ; i<3 ; i++)
end[i] = pml.origin[i] + time_left * pml.velocity[i];
trace = pm->trace (pml.origin, pm->mins, pm->maxs, end);
if (trace.allsolid)
{ // entity is trapped in another solid
pml.velocity[2] = 0; // don't build up falling damage
return;
}
if (trace.fraction > 0)
{ // actually covered some distance
VectorCopy (trace.endpos, pml.origin);
numplanes = 0;
}
if (trace.fraction == 1)
break; // moved the entire distance
// save entity for contact
if (pm->numtouch < MAXTOUCH && trace.ent)
{
pm->touchents[pm->numtouch] = trace.ent;
pm->numtouch++;
}
time_left -= time_left * trace.fraction;
// slide along this plane
if (numplanes >= MAX_CLIP_PLANES)
{ // this shouldn't really happen
VectorCopy (vec3_origin, pml.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;
//.........这里部分代码省略.........
开发者ID:Izhido,项目名称:qrevpak,代码行数:101,代码来源:pmove.c
示例6: PM_StepSlideMove
//.........这里部分代码省略.........
}
#else
VectorSubtract( trace.endpos, start_o, step_v );
VectorCopy( step_v, step_vNormal );
VectorNormalize( step_vNormal );
stepSize = DotProduct( normal, step_vNormal ) * VectorLength( step_v );
#endif
// try slidemove from this position
VectorCopy( trace.endpos, pm->ps->origin );
VectorCopy( start_v, pm->ps->velocity );
#ifdef UNREALARENA
PM_SlideMove( gravity, stepSize );
#else
if ( PM_SlideMove( gravity ) == 0 )
{
if ( pm->debugLevel > 1 )
{
Log::Notice( "%d: step up\n", c_pmove );
}
stepped = true;
}
#endif
// push down the final amount
VectorCopy( pm->ps->origin, down );
#ifdef UNREALARENA
down[ 2 ] -= stepSize;
#else
VectorMA( down, -stepSize, normal, down );
#endif
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, down, pm->ps->clientNum,
pm->tracemask, 0 );
if ( !trace.allsolid )
{
#ifdef UNREALARENA
// if the new position is falling then do nothing
if ( PM_CheckFallingFromLedge( trace.endpos ) )
{
VectorCopy( start_o, pm->ps->origin );
return stepped;
}
#endif
VectorCopy( trace.endpos, pm->ps->origin );
}
if ( trace.fraction < 1.0f )
{
PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity );
}
}
#ifdef UNREALARENA
if ( !predictive )
{
stepped = true;
// use the step move
float delta;
delta = pm->ps->origin[ 2 ] - start_o[ 2 ];
if ( delta > 2.0f )
{
if ( delta < 7.0f )
{
PM_AddEvent( EV_STEP_4 );
}
else if ( delta < 11.0f )
{
PM_AddEvent( EV_STEP_8 );
}
else if ( delta < 15.0f )
{
PM_AddEvent( EV_STEP_12 );
}
else
{
PM_AddEvent( EV_STEP_16 );
}
}
if ( pm->debugLevel > 1 )
{
Log::Notice( "%i:stepped\n", c_pmove );
}
}
#else
if ( !predictive && stepped )
{
PM_StepEvent( start_o, pm->ps->origin, normal );
}
#endif
return stepped;
}
开发者ID:unrealarena,项目名称:unrealarena,代码行数:101,代码来源:bg_slidemove.cpp
示例7: PM_StepSlideMove
//.........这里部分代码省略.........
float stepSize;
qboolean stepped = qfalse;
BG_GetClientNormal( pm->ps, normal );
VectorCopy( pm->ps->origin, start_o );
VectorCopy( pm->ps->velocity, start_v );
if ( PM_SlideMove( gravity ) == 0 )
{
VectorCopy( start_o, down );
VectorMA( down, -STEPSIZE, normal, down );
pm->trace( &trace, start_o, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask );
//we can step down
if ( trace.fraction > 0.01f && trace.fraction < 1.0f &&
!trace.allsolid && pml.groundPlane != qfalse )
{
if ( pm->debugLevel > 1 )
{
Com_Printf( "%d: step down\n", c_pmove );
}
stepped = qtrue;
}
}
else
{
VectorCopy( start_o, down );
VectorMA( down, -STEPSIZE, normal, down );
pm->trace( &trace, start_o, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask );
// never step up when you still have up velocity
if ( DotProduct( trace.plane.normal, pm->ps->velocity ) > 0.0f &&
( trace.fraction == 1.0f || DotProduct( trace.plane.normal, normal ) < 0.7f ) )
{
return stepped;
}
VectorCopy( pm->ps->origin, down_o );
VectorCopy( pm->ps->velocity, down_v );
VectorCopy( start_o, up );
VectorMA( up, STEPSIZE, normal, up );
// test the player position if they were a stepheight higher
pm->trace( &trace, start_o, pm->mins, pm->maxs, up, pm->ps->clientNum, pm->tracemask );
if ( trace.allsolid )
{
if ( pm->debugLevel > 1 )
{
Com_Printf( "%i:bend can't step\n", c_pmove );
}
return stepped; // can't step up
}
VectorSubtract( trace.endpos, start_o, step_v );
VectorCopy( step_v, step_vNormal );
VectorNormalize( step_vNormal );
stepSize = DotProduct( normal, step_vNormal ) * VectorLength( step_v );
// try slidemove from this position
VectorCopy( trace.endpos, pm->ps->origin );
VectorCopy( start_v, pm->ps->velocity );
if ( PM_SlideMove( gravity ) == 0 )
{
if ( pm->debugLevel > 1 )
{
Com_Printf( "%d: step up\n", c_pmove );
}
stepped = qtrue;
}
// push down the final amount
VectorCopy( pm->ps->origin, down );
VectorMA( down, -stepSize, normal, down );
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 ( trace.fraction < 1.0f )
{
PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity );
}
}
if ( !predictive && stepped )
{
PM_StepEvent( start_o, pm->ps->origin, normal );
}
return stepped;
}
开发者ID:Gireen,项目名称:Unvanquished,代码行数:101,代码来源:bg_slidemove.c
示例8: PM_FlyMove
int
PM_FlyMove (void)
{
int bumpcount, numbumps;
vec3_t dir;
float d;
int numplanes;
vec3_t planes[MAX_CLIP_PLANES];
vec3_t primal_velocity, original_velocity;
int i, j;
trace_t trace;
vec3_t end;
float time_left;
int blocked;
numbumps = 4;
blocked = 0;
VectorCopy (pmove.velocity, original_velocity);
VectorCopy (pmove.velocity, primal_velocity);
numplanes = 0;
time_left = frametime;
for (bumpcount = 0; bumpcount < numbumps; bumpcount++) {
for (i = 0; i < 3; i++)
end[i] = pmove.origin[i] + time_left * pmove.velocity[i];
trace = PM_PlayerMove (pmove.origin, end);
if (trace.startsolid || trace.allsolid) { // entity is trapped in
// another solid
VectorCopy (vec3_origin, pmove.velocity);
return 3;
}
if (trace.fraction > 0) { // actually covered some distance
VectorCopy (trace.endpos, pmove.origin);
numplanes = 0;
}
if (trace.fraction == 1)
break; // moved the entire distance
// save entity for contact
pmove.touchindex[pmove.numtouch] = trace.entnum;
pmove.numtouch++;
if (trace.plane.normal[2] > 0.7) {
blocked |= 1; // floor
}
if (!trace.plane.normal[2]) {
blocked |= 2; // step
}
time_left -= time_left * trace.fraction;
// cliped to another plane
if (numplanes >= MAX_CLIP_PLANES) { // this shouldn't really happen
VectorCopy (vec3_origin, pmove.velocity);
break;
}
VectorCopy (trace.plane.normal, planes[numplanes]);
numplanes++;
//
// modify original_velocity so it parallels all of the clip planes
//
for (i = 0; i < numplanes; i++) {
PM_ClipVelocity (original_velocity, planes[i], pmove.velocity, 1);
for (j = 0; j < numplanes; j++)
if (j != i) {
if (DotProduct (pmove.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, pmove.velocity);
break;
}
CrossProduct (planes[0], planes[1], dir);
d = DotProduct (dir, pmove.velocity);
VectorScale (dir, d, pmove.velocity);
}
//
// if original velocity is against the original velocity, stop dead
// to avoid tiny occilations in sloping corners
//
if (DotProduct (pmove.velocity, primal_velocity) <= 0) {
VectorCopy (vec3_origin, pmove.velocity);
break;
}
//.........这里部分代码省略.........
开发者ID:luaman,项目名称:qforge-newtree,代码行数:101,代码来源:pmove.c
示例9: PM_StepSlideMove_
void PM_StepSlideMove_ (void)
{
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;
numbumps = 4;
VectorCopy (pml.velocity, primal_velocity);
numplanes = 0;
time_left = pml.frametime;
for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
{
for (i=0 ; i<3 ; i++)
end[i] = pml.origin[i] + time_left * pml.velocity[i];
trace = pm->trace (pml.origin, pm->mins, pm->maxs, end);
if (trace.allsolid)
{
/* entity is trapped in another solid */
pml.velocity[2] = 0; /* don't build up falling damage */
return;
}
if (trace.fraction > 0)
{
/* actually covered some distance */
VectorCopy (trace.endpos, pml.origin);
numplanes = 0;
}
if (trace.fraction == 1)
break; /* moved the entire distance */
/* save entity for contact */
if (pm->numtouch < MAXTOUCH && trace.ent)
{
pm->touchents[pm->numtouch] = trace.ent;
pm->numtouch++;
}
time_left -= time_left * trace.fraction;
/* slide along this plane */
if (numplanes >= MAX_CLIP_PLANES)
{
/* this shouldn't really happen */
VectorCopy (vec3_origin, pml.velocity);
break;
}
VectorCopy (trace.plane.normal, planes[numplanes]);
numplanes++;
/* modify original_velocity so it parallels all of the clip planes */
for (i=0 ; i<numplanes ; i++)
{
PM_ClipVelocity (pml.velocity, planes[i], pml.velocity, 1.01f);
for (j=0 ; j<numplanes ; j++)
if (j != i)
{
if (DotProduct (pml.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)
{
VectorCopy (vec3_origin, pml.velocity);
break;
}
CrossProduct (planes[0], planes[1], dir);
d = DotProduct (dir, pml.velocity);
VectorScale (dir, d, pml.velocity);
}
/* if velocity is against the original velocity, stop dead
to avoid tiny occilations in sloping corners */
//.........这里部分代码省略.........
开发者ID:Nekrofage,项目名称:Quake2RPi,代码行数:101,代码来源:pmove.c
示例10: PM_SlideMove
qboolean PM_SlideMove( float gravMod ) {
int bumpcount, numbumps;
vec3_t dir;
float d;
int numplanes;
vec3_t normal, planes[MAX_CLIP_PLANES];
vec3_t primal_velocity;
vec3_t clipVelocity;
int i, j, k;
trace_t trace;
vec3_t end;
float time_left;
float into;
vec3_t endVelocity;
vec3_t endClipVelocity;
qboolean damageSelf = qtrue;
int slideMoveContents = pm->tracemask;
if ( pm->ps->clientNum >= MAX_CLIENTS
&& !PM_ControlledByPlayer() )
{//a non-player client, not an NPC under player control
if ( pml.walking //walking on the ground
|| (pm->ps->groundEntityNum != ENTITYNUM_NONE //in air
&& PM_InSpecialJump( pm->ps->legsAnim )//in a special jump
&& !(pm->ps->eFlags&EF_FORCE_GRIPPED)//not being gripped
&& !(pm->ps->pm_flags&PMF_TIME_KNOCKBACK)
&& pm->gent
&& pm->gent->forcePushTime < level.time) )//not being pushed
{//
// If we're a vehicle, ignore this if we're being driven
if ( !pm->gent //not an game ent
|| !pm->gent->client //not a client
|| pm->gent->client->NPC_class != CLASS_VEHICLE//not a vehicle
|| !pm->gent->m_pVehicle //no vehicle
|| !pm->gent->m_pVehicle->m_pPilot//no pilot
|| pm->gent->m_pVehicle->m_pPilot->s.number >= MAX_CLIENTS )//pilot is not the player
{//then treat do not enter brushes as SOLID
slideMoveContents |= CONTENTS_BOTCLIP;
}
}
}
numbumps = 4;
VectorCopy (pm->ps->velocity, primal_velocity);
if ( gravMod )
{
VectorCopy( pm->ps->velocity, endVelocity );
if ( !(pm->ps->eFlags&EF_FORCE_GRIPPED) && !(pm->ps->eFlags&EF_FORCE_DRAINED) )
{
endVelocity[2] -= pm->ps->gravity * pml.frametime * gravMod;
}
pm->ps->velocity[2] = ( pm->ps->velocity[2] + endVelocity[2] ) * 0.5;
primal_velocity[2] = endVelocity[2];
if ( pml.groundPlane )
{
if ( PM_GroundSlideOkay( pml.groundTrace.plane.normal[2] ) )
{// slide along the ground plane
PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal,
pm->ps->velocity, OVERCLIP );
}
}
}
time_left = pml.frametime;
// never turn against the ground plane
if ( pml.groundPlane )
{
numplanes = 1;
VectorCopy( pml.groundTrace.plane.normal, planes[0] );
if ( !PM_GroundSlideOkay( planes[0][2] ) )
{
planes[0][2] = 0;
VectorNormalize( planes[0] );
}
}
else
{
numplanes = 0;
}
// never turn against original velocity
VectorNormalize2( pm->ps->velocity, planes[numplanes] );
numplanes++;
for ( bumpcount=0 ; bumpcount < numbumps ; bumpcount++ ) {
// calculate position we are trying to move to
VectorMA( pm->ps->origin, time_left, pm->ps->velocity, end );
// see if we can make it there
pm->trace ( &trace, pm->ps->origin, pm->mins, pm->maxs, end, pm->ps->clientNum, slideMoveContents );
if ( (trace.contents&CONTENTS_BOTCLIP)
&& (slideMoveContents&CONTENTS_BOTCLIP) )
{//hit a do not enter brush
if ( trace.allsolid || trace.startsolid )//inside the botclip
{//crap, we're in a do not enter brush, take it out for the remainder of the traces and re-trace this one right now without it
slideMoveContents &= ~CONTENTS_BOTCLIP;
//.........这里部分代码省略.........
开发者ID:AlexCSilva,项目名称:jediacademy,代码行数:101,代码来源:bg_slidemove.cpp
示例11: G_RollMissile
void G_RollMissile( gentity_t *ent )
{
int bumpcount, numbumps;
vec3_t dir;
float d;
int numplanes;
vec3_t planes[MAX_CLIP_PLANES];
vec3_t primal_velocity;
vec3_t clipVelocity;
int i, j, k;
trace_t trace;
vec3_t end;
float time_left;
float into;
vec3_t endVelocity;
vec3_t endClipVelocity;
pml_t objPML;
float bounceAmt = BUMPCLIP;
gentity_t *hitEnt = NULL;
memset( &objPML, 0, sizeof( objPML ) );
G_GroundTrace( ent, &objPML );
objPML.frametime = (level.time - level.previousTime)*0.001;
numbumps = 4;
VectorCopy ( ent->s.pos.trDelta, primal_velocity );
VectorCopy( ent->s.pos.trDelta, endVelocity );
endVelocity[2] -= g_gravity->value * objPML.frametime;
ent->s.pos.trDelta[2] = ( ent->s.pos.trDelta[2] + endVelocity[2] ) * 0.5;
primal_velocity[2] = endVelocity[2];
if ( objPML.groundPlane )
{//FIXME: never happens!
// slide along the ground plane
PM_ClipVelocity( ent->s.pos.trDelta, objPML.groundTrace.plane.normal, ent->s.pos.trDelta, BUMPCLIP );
VectorScale( ent->s.pos.trDelta, 0.9f, ent->s.pos.trDelta );
}
time_left = objPML.frametime;
// never turn against the ground plane
if ( objPML.groundPlane )
{
numplanes = 1;
VectorCopy( objPML.groundTrace.plane.normal, planes[0] );
}
else
{
numplanes = 0;
}
// never turn against original velocity
/*
VectorNormalize2( ent->s.pos.trDelta, planes[numplanes] );
numplanes++;
*/
for ( bumpcount = 0; bumpcount < numbumps; bumpcount++ )
{
// calculate position we are trying to move to
VectorMA( ent->currentOrigin, time_left, ent->s.pos.trDelta, end );
// see if we can make it there
gi.trace ( &trace, ent->currentOrigin, ent->mins, ent->maxs, end, ent->s.number, ent->clipmask, G2_RETURNONHIT, 10 );
//TEMP HACK:
//had to move this up above the trace.allsolid check now that for some reason ghoul2 impacts tell me I'm allsolid?!
//this needs to be fixed, really
if ( trace.entityNum < ENTITYNUM_WORLD )
{//hit another ent
hitEnt = &g_entities[trace.entityNum];
if ( hitEnt && (hitEnt->takedamage || (hitEnt->contents&CONTENTS_LIGHTSABER) ) )
{
G_MissileImpact( ent, &trace );
if ( ent->s.eType == ET_GENERAL )
{//exploded
return;
}
}
}
if ( trace.allsolid )
{
// entity is completely trapped in another solid
//FIXME: this happens a lot now when we hit a G2 ent... WTF?
ent->s.pos.trDelta[2] = 0; // don't build up falling damage, but allow sideways acceleration
return;// qtrue;
}
if ( trace.fraction > 0 )
{
// actually covered some distance
VectorCopy( trace.endpos, ent->currentOrigin );
}
if ( trace.fraction == 1 )
{
//.........这里部分代码省略.........
开发者ID:Cancerous,项目名称:massive-tyrion,代码行数:101,代码来源:g_missile.cpp
示例12: PM_StepSlideMove
//.........这里部分代码省略.........
} else {
if ( PM_SlideMove( gravity ) == 0 ) {
return; // we got exactly where we wanted to go first try
}
}
if ( pm->debugLevel ) {
Com_Printf("%i:stepping\n", c_pmove);
}
VectorCopy(start_o, down);
down[2] -= STEPSIZE;
PM_TraceAll( &trace, start_o, down );
VectorSet(up, 0, 0, 1);
// never step up when you still have up velocity
if ( pm->ps->velocity[2] > 0 && (trace.fraction == 1.0 || DotProduct(trace.plane.normal, up) < 0.7)) {
return;
}
VectorCopy (pm->ps->origin, down_o);
VectorCopy (pm->ps->velocity, down_v);
VectorCopy (start_o, up);
up[2] += STEPSIZE;
// test the player position if they were a stepheight higher
PM_TraceAll( &trace, up, up );
if ( trace.allsolid ) {
if ( pm->debugLevel ) {
Com_Printf("%i:bend can't step\n", c_pmove);
}
return; // can't step up
}
// try slidemove from this position
VectorCopy (up, pm->ps->origin);
VectorCopy (start_v, pm->ps->velocity);
PM_SlideMove( gravity );
// push down the final amount
VectorCopy (pm->ps->origin, down);
down[2] -= STEPSIZE;
// check legs separately
if ( pm->ps->eFlags & (EF_PRONE|EF_PLAYDEAD) ) {
PM_TraceLegs( &trace, NULL, pm->ps->origin, down, NULL, pm->ps->viewangles, pm->trace, pm->ps->clientNum, pm->tracemask, (pm->ps->eFlags & EF_PRONE) ? true : false );
if ( trace.allsolid ) {
// legs don't step, just fuzz.
VectorCopy( down_o, pm->ps->origin );
VectorCopy( down_v, pm->ps->velocity );
if ( pm->debugLevel ) {
Com_Printf("%i:legs unsteppable\n", c_pmove);
}
return;
}
}
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 ( trace.fraction < 1.0 ) {
PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP );
}
#if 0
// if the down trace can trace back to the original position directly, don't step
PM_TraceAll( &trace, pm->ps->origin, start_o );
if ( trace.fraction == 1.0 ) {
// use the original move
VectorCopy (down_o, pm->ps->origin);
VectorCopy (down_v, pm->ps->velocity);
if ( pm->debugLevel ) {
Com_Printf("%i:bend\n", c_pmove);
}
} else
#endif
{
// use the step move
float delta;
delta = pm->ps->origin[2] - start_o[2];
if ( delta > 2 ) {
if ( delta < 7 ) {
PM_AddEvent( EV_STEP_4 );
} else if ( delta < 11 ) {
PM_AddEvent( EV_STEP_8 );
} else if ( delta < 15 ) {
PM_AddEvent( EV_STEP_12 );
} else {
PM_AddEvent( EV_STEP_16 );
}
}
if ( pm->debugLevel ) {
Com_Printf("%i:stepped\n", c_pmove);
}
}
}
开发者ID:Dragonji,项目名称:jaymod,代码行数:101,代码来源:bg_slidemove.cpp
示例13: PM_StepSlideMove
/*
==================
PM_StepSlideMove
==================
*/
bool PM_StepSlideMove( bool gravity, bool predictive )
{
vec3_t start_o, start_v;
vec3_t down_o, down_v;
trace_t trace;
vec3_t normal;
vec3_t step_v, step_vNormal;
vec3_t up, down;
float stepSize;
bool stepped = false;
if( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING )
{
if( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING )
VectorSet( normal, 0.0f, 0.0f, -1.0f );
else
VectorCopy( pm->ps->grapplePoint, normal );
}
else
VectorSet( normal, 0.0f, 0.0f, 1.0f );
VectorCopy( pm->ps->origin, start_o );
VectorCopy( pm->ps->velocity, start_v );
if( PM_SlideMove( gravity ) == 0 )
{
VectorCopy( start_o, down );
VectorMA( down, -STEPSIZE, normal, down );
pm->trace( &trace, start_o, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask );
//we can step down
if( trace.fraction > 0.01f && trace.fraction < 1.0f &&
!trace.allsolid && pml.groundPlane != false )
{
if( pm->debugLevel )
Com_Printf( "%d: step down\n", c_pmove );
stepped = true;
}
}
else
{
VectorCopy( start_o, down );
VectorMA( down, -STEPSIZE, normal, down );
pm->trace( &trace, start_o, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask );
// never step up when you still have up velocity
if( DotProduct( trace.plane.normal, pm->ps->velocity ) > 0.0f &&
( trace.fraction == 1.0f || DotProduct( trace.plane.normal, normal ) < 0.7f ) )
{
return stepped;
}
VectorCopy( pm->ps->origin, down_o );
VectorCopy( pm->ps->velocity, down_v );
VectorCopy( start_o, up );
VectorMA( up, STEPSIZE, normal, up );
// test the player position if they were a stepheight higher
pm->trace( &trace, start_o, pm->mins, pm->maxs, up, pm->ps->clientNum, pm->tracemask );
if( trace.allsolid )
{
if( pm->debugLevel )
Com_Printf( "%i:bend can't step\n", c_pmove );
return stepped; // can't step up
}
VectorSubtract( trace.endpos, start_o, step_v );
VectorCopy( step_v, step_vNormal );
VectorNormalize( step_vNormal );
stepSize = DotProduct( normal, step_vNormal ) * VectorLength( step_v );
// try slidemove from this position
VectorCopy( trace.endpos, pm->ps->origin );
VectorCopy( start_v, pm->ps->velocity );
if( PM_SlideMove( gravity ) == 0 )
{
if( pm->debugLevel )
Com_Printf( "%d: step up\n", c_pmove );
stepped = true;
}
// push down the final amount
VectorCopy( pm->ps->origin, down );
VectorMA( down, -stepSize, normal, down );
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( trace.fraction < 1.0f )
PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP );
//.........这里部分代码省略.........
开发者ID:TheDushan,项目名称:OpenWolf,代码行数:101,代码来源:bg_slidemove.cpp
示例14: PM_SlideMove
qbool
PM_SlideMove(Pmove *pm, Pml *pml, qbool gravity)
{
int i, j, k, bumpcount, numbumps, numplanes;
Vec3 dir;
float d, time_left, into;
Vec3 planes[MAX_CLIP_PLANES];
Vec3 primal_velocity, clipVelocity;
Trace trace;
Vec3 end, endVelocity, endClipVelocity;
numbumps = 4;
copyv3(pm->ps->velocity, primal_velocity);
if(gravity){
copyv3(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];
if(pml->groundPlane){
/* slide along the ground plane */
PM_ClipVelocity(pm->ps->velocity, pml->groundTrace.plane.normal,
pm->ps->velocity,
OVERCLIP);
}
}
time_left = pml->frametime;
/* never turn against the ground plane */
if(pml->groundPlane){
numplanes = 1;
copyv3(pml->groundTrace.plane.normal, planes[0]);
}else
numplanes = 0;
/* never turn against original velocity */
norm2v3(pm->ps->velocity, planes[numplanes]);
numplanes++;
for(bumpcount=0; bumpcount < numbumps; bumpcount++){
/* calculate position we are trying to move to */
saddv3(pm->ps->origin, time_left, pm->ps->velocity, end);
/* see if we can make it there */
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, end,
pm->ps->clientNum,
pm->tracemask);
if(trace.allsolid){
/* entity is completely trapped in another solid */
pm->ps->velocity[2] = 0; /* don't build up falling damage, but allow sideways acceleration */
return qtrue;
}
if(trace.fraction > 0)
/* actually covered some distance */
copyv3 (trace.endpos, pm->ps->origin);
if(trace.fraction == 1)
break; /* moved the entire distance */
/* save entity for contact */
PM_AddTouchEnt(pm, trace.entityNum);
time_left -= time_left * trace.fraction;
if(numplanes >= MAX_CLIP_PLANES){
/* this shouldn't really happen */
clearv3(pm->ps->velocity);
return qtrue;
}
/*
* if this is the same plane we hit before, nudge velocity
* out along it, which fixes some epsilon issues with
* non-axial planes
* */
for(i = 0; i < numplanes; i++)
if(dotv3(trace.plane.normal, planes[i]) > 0.99f){
addv3(trace.plane.normal, pm->ps->velocity,
pm->ps->velocity);
break;
}
if(i < numplanes)
continue;
copyv3 (trace.plane.normal, planes[numplanes]);
numplanes++;
/*
* modify velocity so it parallels all of the clip planes
*/
/* find a plane that it enters */
for(i = 0; i < numplanes; i++){
into = dotv3(pm->ps->velocity, planes[i]);
if(into >= 0.1f)
continue; /* move doesn't interact with the plane */
//.........这里部分代码省略.........
开发者ID:icanhas,项目名称:yantar,代码行数:101,代码来源:slidemove.c
示例15: PM_StepSlideMove
void
PM_StepSlideMove(Pmove *pm, Pml *pml, qbool gravity)
{
Vec3 start_o, start_v;
/* Vec3 down_o, down_v; */
Trace trace;
/* float down_dist, up_dist;
* Vec3 delta, delta2; */
Vec3 up, down;
float stepSize;
float delta;
copyv3 (pm->ps->origin, start_o);
copyv3 (pm->ps->velocity, start_v);
if(PM_SlideMove(pm, pml, gravity) == 0)
return; /* we got exactly where we wanted to go first try */
copyv3(start_o, down);
down[2] -= STEPSIZE;
pm->trace (&trace, start_o, pm->mins, pm->maxs, down, pm->ps->clientNum,
pm->tracemask);
setv3(up, 0, 0, 1);
/* never step up when you still have up velocity */
if(pm->ps->velocity[2] > 0 && (trace.fraction == 1.0f ||
dotv3(trace.plane.normal, up) < 0.7f))
return;
/* copyv3 (pm->ps->origin, down_o);
* copyv3 (pm->ps->velocity, down_v); */
copyv3 (start_o, up);
up[2] += STEPSIZE;
/* test the player position if they were a stepheight higher */
pm->trace (&trace, start_o, pm->mins, pm->maxs, up, pm->ps->clientNum,
pm->tracemask);
if(trace.allsolid){
if(pm->debugLevel)
comprintf("%u:bend can't step\n", cnt);
return; /* can't step up */
}
stepSize = trace.endpos[2] - start_o[2];
/* try slidemove from this position */
copyv3 (trace.endpos, pm->ps->origin);
copyv3 (start_v, pm->ps->velocity);
PM_SlideMove(pm, pml, gravity);
/* push down the final amount */
copyv3 (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)
copyv3 (trace.endpos, pm->ps->origin);
if(trace.fraction < 1.0f)
PM_ClipVelocity(pm->ps->velocity, trace.plane.normal,
pm->ps->velocity,
OVERCLIP);
#if 0
/* if the down trace can trace back to the original position directly, don't step */
pm->trace(&trace, pm->ps->origin, pm->mins, pm->maxs, start_o,
pm->ps->clientNum,
pm->tracemask);
if(trace.fraction == 1.0f){
/* use the original move */
copyv3 (down_o, pm->ps->origin);
copyv3 (down_v, pm->ps->velocity);
if(pm->debugLevel)
comprintf("%u:bend\n", cnt);
}else
#endif
/* use the step move */
delta = pm->ps->origin[2] - start_o[2];
if(delta > 2){
if(delta < 7)
PM_AddEvent(pm, pml, EV_STEP_4);
else if(delta < 11)
PM_AddEvent(pm, pml, EV_STEP_8);
else if(delta < 15)
PM_AddEvent(pm, pml, EV_STEP_12);
else
PM_AddEvent(pm, pml, EV_STEP_16);
}
if(pm->debugLevel)
comprintf("%u:stepped\n", cnt);
}
开发者ID:icanhas,项目名称:yantar,代码行数:91,代码来源:slidemove.c
示例16: PM_StepSlideMove
//.........这里部分代码省略.........
&& pm->gent->client->NPC_class == CLASS_RANCOR )
{//Rancor don't step on clients
if ( g_stepSlideFix->integer )
{
VectorCopy (down_o, pm->ps->origin);
VectorCopy (down_v, pm->ps->velocity);
}
else
{
VectorCopy (start_o, pm->ps->origin);
VectorCopy (start_v, pm->ps->velocity);
}
}
else if ( pm->ps->clientNum
&& isGiant
&& g_entities[trace.entityNum].client
&& g_entities[trace.entityNum].client->playerTeam == pm->gent->client->playerTeam )
{//AT-ST's don't step up on allies
if ( g_stepSlideFix->integer )
{
VectorCopy (down_o, pm->ps->origin);
VectorCopy (down_v, pm->ps->velocity);
}
else
{
VectorCopy (start_o, pm->ps->origin);
VectorCopy (start_v, pm->ps->velocity);
}
}
else
{
VectorCopy( trace.endpos, pm->ps->origin );
if ( g_stepSlideFix->integer )
{
if ( trace.fraction < 1.0 )
{
PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP );
}
}
}
}
else
{
if ( g_stepSlideFix->integer )
{
VectorCopy (down_o, pm->ps->origin);
VectorCopy (down_v, pm->ps->velocity);
}
}
if ( !g_stepSlideFix->integer )
{
if ( trace.fraction < 1.0 )
{
PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP );
}
}
}
/*
if(cantStepUpFwd && pm->ps->origin[2] < start_o[2] + stepSize && pm->ps->origin[2] >= start_o[2])
{//We bumped into something we could not step up
pm->ps->pm_flags |= PMF_BLOCKED;
}
else
{//We did step up, clear the bumped flag
}
*/
#if 0
// if the down trace can trace back to the original position directly, don't step
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, start_o, pm->ps->clientNum, pm->tracemask);
if ( trace.fraction == 1.0 ) {
// use the original move
VectorCopy (down_o, pm->ps->origin);
VectorCopy (down_v, pm->ps->velocity);
if ( pm->debugLevel ) {
Com_Printf("%i:bend\n", c_pmove);
}
} else
#endif
{
// use the step move
float delta;
delta = pm->ps->origin[2] - start_o[2];
if ( delta > 2 ) {
if ( delta < 7 ) {
PM_AddEvent( EV_STEP_4 );
} else if ( delta < 11 ) {
PM_AddEvent( EV_STEP_8 );
} else if ( delta < 15 ) {
PM_AddEvent( EV_STEP_12 );
} else {
PM_AddEvent( EV_STEP_16 );
}
}
if ( pm->debugLevel ) {
Com_Printf("%i:stepped\n", c_pmove);
}
}
}
开发者ID:AlexCSilva,项目名称:jediacademy,代码行数:101,代码来源:bg_slidemove.cpp
示例17: PM_WalkMove
/*
===================
PM_WalkMove
===================
*/
static void PM_WalkMove( void ) {
int i;
vec3_t wishvel;
float fmove, smove;
vec3_t wishdir;
float wishspeed;
float scale;
usercmd_t cmd;
float accelerate;
float vel;
if ( pm->waterlevel > 2 && DotProduct( pml.forward, pml.groundTrace.plane.normal ) > 0 ) {
// begin swimming
PM_WaterMove();
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