#include "movement.h" #include "../world/trace.h" #include "../../util/math.h" #include "../../util/string.h" #include "../../game.h" GAME_MOVEMENT* gmove; CVAR* mv_gravity = var_new( "mv_gravity", 5.5f ); CVAR* mv_friction = var_new( "mv_friction", 5.f ); CVAR* mv_accelerate = var_new( "mv_accelerate", 5.5f ); CVAR* mv_airaccelerate = var_new( "mv_airaccelerate", 12.f ); CVAR* mv_wallboost = var_new( "mv_wallboost", 0 ); CVAR* mv_maxspeed = var_new( "mv_maxspeed", 3500.f ); void gmove_init( GAME_DATA* game ) { gmove = new GAME_MOVEMENT; gmove->game = game; } U8 gmove_check_valid( STR<256> from ) { if( !gmove->game ) { dlog( "%s : game not init\n", from.data ); return 0; } if( !gmove->pl ) { dlog( "%s : player null\n", from.data ); return 0; } if( !gmove->input ) { dlog( "%s : input null\n", from.data ); return 0; } if( !gmove->game->state.map ) { dlog( "%s : no map loaded\n", from.data ); return 0; } if( !gmove->game->state.map->bsp ) { dlog( "%s : no bsp loaded\n", from.data ); return 0; } return 1; } void gmove_set_player( PLAYER* player ) { gmove->pl = player; gmove->input = &player->input; } void gmove_start_tick() { PLAYER* p = gmove->pl; gmove->velocity = p->velocity; gmove->pos = p->pos; gmove->angle = p->rot; gmove->maxspeed = p->maxspeed; gmove->walkspeed = p->walkspeed; gmove->aabb.min = p->mins; gmove->aabb.max = p->maxs; gmove->bsp = gmove->game->state.map->bsp; } void gmove_end_tick() { PLAYER* p = gmove->pl; p->velocity = gmove->velocity; p->pos = gmove->pos; } VEC3 gmove_clip_velocity( VEC3 in, VEC3 norm, F32 overbounce ) { F32 blocked = vec_dot( in, norm ); F32 backoff = blocked * overbounce; VEC3 out = in - norm * backoff; F32 adjust = vec_dot( out, norm ); if( adjust < 0.f ) out -= (norm * adjust); if( var_geti( mv_wallboost ) ) { F32 len = vec_len( out ); if( len > 0.f ) out *= ( -1.f * blocked + len ) / len; } return out; } void gmove_check_velocity() { F32 maxspeed = var_getf( mv_maxspeed ); for( U32 i = 0; i < 3; ++i ) { F32* v = &gmove->pl->velocity[i]; if( isnan( *v ) ) *v = 0.f; continue; if( *v > maxspeed ) *v = maxspeed; if( *v < -maxspeed ) *v = -maxspeed; } } void gmove_start_gravity() { F32 gravity = gmove->pl->gravity * var_getf( mv_gravity ); gmove->velocity.z -= gravity * 0.5f * TICK_INTERVAL; gmove_check_velocity(); } void gmove_end_gravity() { } void gmove_accelerate( VEC3& wishdir, F32 wishspeed, F32 accel ) { F32 addspeed, accelspeed, currentspeed; F32 surf_friction = 1.f; currentspeed = vec_dot( gmove->pl->velocity, wishdir ); addspeed = wishspeed - currentspeed; if( addspeed <= 0 ) return; accelspeed = accel * TICK_INTERVAL * wishspeed * surf_friction; if( accelspeed > addspeed ) accelspeed = addspeed; gmove->velocity += wishdir * accelspeed; } void gmove_stay_on_ground() { BSP_TRACE tr{}; VEC3 start = gmove->pos; VEC3 end = gmove->pos; start.z += 2.f; end.z -= gmove->pl->stepsize; bsp_trace( &tr, gmove->bsp, gmove->aabb, start, end ); start = tr.point; bsp_trace( &tr, gmove->bsp, gmove->aabb, start, end ); if( tr.frac > 0.f && tr.frac < 1.f && !tr.startsolid && tr.normal.z >= 0.7f ) { F32 delta = fabs( gmove->pos.z - tr.point.z ); if( delta > 0.5f * BSP_TRACE_EPSILON ) gmove->pos = tr.point; } } void gmove_airaccelerate() { } void gmove_categorize_pos() { } VEC3 gmove_clip_planes( VEC3 vel, VEC3* pos, LIST* planes, F32 overbounce ) { if( planes->size > 2 ) { return {}; } planes->each( fn( VEC3* p ) { vel = gmove_clip_velocity( vel, *p, overbounce ); } ); if( planes->size > 1 ) { for( U32 i = 0; i < planes->size; ++i ) { 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 ); } else { vel = {}; } break; } } } 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; LIST planes; for( U32 bump = 0; bump < 4; ++bump ) { VEC3 wishmove = *vel * dt; bsp_trace( t, gmove->game->state.map->bsp, aabb, *pos, *pos + wishmove ); if( !t->hit ) { *pos = t->point; break; } *pos += wishmove * t->frac; // nudge player away from wall if( vec_dot( *vel, t->normal ) < 0.f ) *pos += t->normal * (BSP_TRACE_EPSILON * 2.f); planes.push( t->normal ); dt *= (1.f - t->frac); if( dt <= 0.0001f ) break; *vel = gmove_clip_planes( *vel, pos, &planes, 1.f /* todo : surface friction */ ); } return dt < 0 ? 0 : dt; } void gmove_step_move( VEC3 dest, BSP_TRACE* tr ) { VEC3 endpos = dest; VEC3 pos = gmove->pos; VEC3 vel = gmove->velocity; VEC3 up = pos, down = pos; VEC3 upvel = vel, downvel = vel; gmove_try_move( tr, &down, &downvel ); endpos.z += gmove->pl->stepsize + BSP_DIST_EPSILON; bsp_trace( tr, gmove->bsp, gmove->aabb, pos, endpos ); if( !tr->startsolid && tr->frac > BSP_TRACE_EPSILON ) { up = tr->point; } gmove_try_move( tr, &up, &upvel ); endpos = up; endpos.z -= (gmove->pl->stepsize + BSP_DIST_EPSILON); bsp_trace( tr, gmove->bsp, gmove->aabb, up, endpos ); if( tr->normal.z < 0.7 ) { // not ground, slope gmove->pos = down; gmove->velocity = downvel; F32 step_dist = gmove->pos.z - pos.z; gmove->out_step = step_dist; return; } if( !tr->startsolid && tr->frac > BSP_TRACE_EPSILON ) { up = tr->point; } F32 updist = vec_dist( pos, up ); F32 downdist = vec_dist( pos, down ); gmove->out_step = gmove->pos.z - pos.z; if( downdist > updist ) { gmove->pos = down; gmove->velocity = downvel; } else { gmove->pos = up; gmove->velocity = upvel; return; } } void gmove_walk_move() { VEC2 move = gmove->input->move; F32 yawrad = m_deg2rad( gmove->angle.y ); VEC3 wishdir = { move.x * cosf( yawrad ) - move.y * sinf( yawrad ), move.y * cosf( yawrad ) + move.x * sinf( yawrad ), 0 }; VEC3 vel = wishdir * gmove->walkspeed; F32 speed = vec_len( vel ); if( speed > gmove->maxspeed ) { vel *= gmove->maxspeed / speed; speed = gmove->maxspeed; } 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 + 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; return; } gmove_step_move( dest, &tr ); } void gmove_full_walk_move() { } void gmove_process_move() { gmove_walk_move(); } void gmove_tick() { if( !gmove_check_valid( "gmove_tick()" ) ) return; gmove_start_tick(); gmove_process_move(); gmove_end_tick(); }