diff options
Diffstat (limited to 'src/game/physics/movement.cpp')
| -rw-r--r-- | src/game/physics/movement.cpp | 58 |
1 files changed, 48 insertions, 10 deletions
diff --git a/src/game/physics/movement.cpp b/src/game/physics/movement.cpp index c9b7688..ecee539 100644 --- a/src/game/physics/movement.cpp +++ b/src/game/physics/movement.cpp @@ -125,8 +125,6 @@ void gmove_accelerate( VEC3& wishdir, F32 wishspeed, F32 accel ) { gmove->velocity += wishdir * accelspeed; } -// todo: player hull extends at center instead of at feet -// should extend at feet void gmove_stay_on_ground() { BSP_TRACE tr{}; VEC3 start = gmove->pos; @@ -155,9 +153,10 @@ void gmove_categorize_pos() { } -VEC3 gmove_clip_planes( VEC3 vel, LIST<VEC3>* planes, F32 overbounce ) { - if( planes->size > 2 ) - vel = {}; +VEC3 gmove_clip_planes( VEC3 vel, VEC3* pos, LIST<VEC3>* planes, F32 overbounce ) { + if( planes->size > 2 ) { + return {}; + } planes->each( fn( VEC3* p ) { vel = gmove_clip_velocity( vel, *p, overbounce ); @@ -168,6 +167,7 @@ VEC3 gmove_clip_planes( VEC3 vel, LIST<VEC3>* planes, F32 overbounce ) { if( vec_dot( vel, planes->data[i] ) < 0.f ) { VEC3 dir = vec_cross( planes->data[0], planes->data[1] ); F32 len = vec_len( dir ); + if( len > 0.00001f ) { dir *= 1.0f / len; vel = dir * vec_dot( vel, dir ); @@ -183,6 +183,43 @@ VEC3 gmove_clip_planes( VEC3 vel, LIST<VEC3>* planes, F32 overbounce ) { return vel; } +void gmove_check_stuck( VEC3* pos ) { + BSP_TRACE t; + bsp_trace( &t, gmove->bsp, gmove->aabb, *pos, *pos ); + if( !t.hit ) + return; + + VEC3 p1 = *pos; + + // try nudge away from wall + *pos = p1 + t.normal * BSP_TRACE_EPSILON * 2.f; + bsp_trace( &t, gmove->bsp, gmove->aabb, *pos, *pos ); + if( !t.hit ) + return; + + // nudge +90deg away horizontal + *pos = p1 + VEC3{ -t.normal.y, t.normal.x, t.normal.z } * BSP_TRACE_EPSILON * 2.f; + bsp_trace( &t, gmove->bsp, gmove->aabb, *pos, *pos ); + if( !t.hit ) + return; + + // nudge -90deg away horizontal + *pos = p1 + VEC3{ t.normal.y, -t.normal.x, t.normal.z } * BSP_TRACE_EPSILON * 2.f; + bsp_trace( &t, gmove->bsp, gmove->aabb, *pos, *pos ); + if( !t.hit ) + return; + + // nudge -180deg away horizontal + *pos = p1 + VEC3{ t.normal.y, t.normal.x, -t.normal.z } * BSP_TRACE_EPSILON * 2.f; + bsp_trace( &t, gmove->bsp, gmove->aabb, *pos, *pos ); + if( !t.hit ) + return; + + // todo : loop over every dir from current pos and incrementally increase distance. + // kinda like source + *pos = p1; // restore original pos - failed to unstuck +} + F32 gmove_try_move( BSP_TRACE* t, VEC3* pos, VEC3* vel ) { F32 dt = TICK_INTERVAL; AABB aabb = gmove->aabb; @@ -198,7 +235,8 @@ F32 gmove_try_move( BSP_TRACE* t, VEC3* pos, VEC3* vel ) { *pos += wishmove * t->frac; // nudge player away from wall - *pos += t->normal * (BSP_TRACE_EPSILON * 2.f); + if( vec_dot( *vel, t->normal ) < 0.f ) + *pos += t->normal * (BSP_TRACE_EPSILON * 2.f); planes.push( t->normal ); @@ -206,7 +244,7 @@ F32 gmove_try_move( BSP_TRACE* t, VEC3* pos, VEC3* vel ) { if( dt <= 0.0001f ) break; - *vel = gmove_clip_planes( *vel, &planes, 1.f /* todo : surface friction */ ); + *vel = gmove_clip_planes( *vel, pos, &planes, 1.f /* todo : surface friction */ ); } return dt < 0 ? 0 : dt; @@ -279,23 +317,23 @@ void gmove_walk_move() { gmove_accelerate( wishdir, speed, var_getf( mv_accelerate ) ); speed = vec_len( vel ); + defer( gmove_check_stuck( &gmove->pos ) ); if( speed < 1.f ) { gmove->velocity = {}; return; } - VEC3 dest = gmove->pos + vel * TICK_INTERVAL; + VEC3 dest = gmove->pos + gmove->velocity * TICK_INTERVAL; BSP_TRACE tr{}; bsp_trace( &tr, gmove->bsp, gmove->aabb, gmove->pos, dest ); + defer( gmove_stay_on_ground() ); if( !tr.hit ) { gmove->pos = dest; - gmove_stay_on_ground(); return; } gmove_step_move( dest, &tr ); - gmove_stay_on_ground(); } void gmove_full_walk_move() { |
