318 lines
9.3 KiB
C
318 lines
9.3 KiB
C
//=======================================================================
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// Copyright XashXT Group 2007 ©
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// cm_pmove.c - player movement code
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//=======================================================================
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#include "cm_local.h"
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#include "matrixlib.h"
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int characterID;
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uint m_jumpTimer;
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bool m_isStopped;
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bool m_isAirBorne;
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float m_maxStepHigh;
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float m_yawAngle;
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float m_maxTranslation;
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vec3_t m_size;
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vec3_t m_stepContact;
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matrix4x4 m_matrix;
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// all of the locals will be zeroed before each
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// pmove, just to make damn sure we don't have
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// any differences when running on client or server
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typedef struct
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{
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vec3_t origin;
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vec3_t velocity;
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vec3_t previous_origin;
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vec3_t previous_velocity;
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int previous_waterlevel;
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vec3_t movedir; // already aligned by world
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vec3_t forward, right, up;
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float frametime;
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int msec;
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bool walking;
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bool onladder;
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trace_t groundtrace;
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float impact_speed;
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csurface_t *groundsurface;
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cplane_t groundplane;
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int groundcontents;
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} pml_t;
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pmove_t *pm;
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pml_t pml;
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/*
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================
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CM_UpdateViewAngles
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This can be used as another entry point when only the viewangles
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are being updated isntead of a full move
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================
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*/
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void CM_UpdateViewAngles( entity_state_t *ps, const usercmd_t *cmd )
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{
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short temp;
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int i;
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if( ps->pm_type == PM_INTERMISSION )
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{
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return; // no view changes at all
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}
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if( ps->pm_type == PM_DEAD )
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{
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return; // no view changes at all
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}
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if( pm->ps.pm_flags & PMF_TIME_TELEPORT)
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{
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ps->viewangles[YAW] = SHORT2ANGLE( pm->cmd.angles[YAW] - pm->ps.delta_angles[YAW] );
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ps->viewangles[PITCH] = 0;
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ps->viewangles[ROLL] = 0;
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}
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// circularly clamp the angles with deltas
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for( i = 0; i < 3; i++ )
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{
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temp = pm->cmd.angles[i] + pm->ps.delta_angles[i];
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ps->viewangles[i] = SHORT2ANGLE(temp);
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}
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// don't let the player look up or down more than 90 degrees
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if( ps->viewangles[PITCH] > 89 && ps->viewangles[PITCH] < 180 )
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ps->viewangles[PITCH] = 89;
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else if( ps->viewangles[PITCH] < 271 && ps->viewangles[PITCH] >= 180 )
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ps->viewangles[PITCH] = 271;
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}
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void CM_CmdUpdateForce( void )
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{
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float fmove, smove;
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int i;
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fmove = pm->cmd.forwardmove;
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smove = pm->cmd.sidemove;
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// project moves down to flat plane
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pml.forward[2] = pml.right[2] = 0;
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VectorNormalize( pml.forward );
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VectorNormalize( pml.right );
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for( i = 0; i < 3; i++ )
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pml.movedir[i] = pml.forward[i] * fmove + pml.right[i] * smove;
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ConvertDirectionToPhysic( pml.movedir );
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if( pm->cmd.upmove > 0.0f )
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{
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m_jumpTimer = 4;
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}
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}
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void CM_ServerMove( pmove_t *pmove )
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{
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float mass, Ixx, Iyy, Izz, dist, floor;
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float deltaHeight, steerAngle, accelY, timestepInv;
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vec3_t force, omega, torque, heading, velocity, step;
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matrix4x4 matrix, collisionPadding, transpose;
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pm = pmove;
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CM_UpdateViewAngles( &pm->ps, &pm->cmd );
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AngleVectors( pm->ps.viewangles, pml.forward, pml.right, pml.up );
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CM_CmdUpdateForce(); // get movement direction
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// Get the current world timestep
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pml.frametime = NewtonGetTimeStep( gWorld );
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timestepInv = 1.0f / pml.frametime;
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// get the character mass
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NewtonBodyGetMassMatrix( pm->body, &mass, &Ixx, &Iyy, &Izz );
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// apply the gravity force, cheat a little with the character gravity
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VectorSet( force, 0.0f, mass * -9.8f, 0.0f );
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// Get the velocity vector
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NewtonBodyGetVelocity( pm->body, &velocity[0] );
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// determine if the character have to be snap to the ground
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NewtonBodyGetMatrix( pm->body, &matrix[0][0] );
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// if the floor is with in reach then the character must be snap to the ground
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// the max allow distance for snapping i 0.25 of a meter
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if( m_isAirBorne && !m_jumpTimer )
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{
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floor = CM_FindFloor( matrix[3], m_size[2] + 0.25f );
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deltaHeight = ( matrix[3][1] - m_size[2] ) - floor;
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if((deltaHeight < (0.25f - 0.001f)) && (deltaHeight > 0.01f))
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{
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// snap to floor only if the floor is lower than the character feet
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accelY = - (deltaHeight * timestepInv + velocity[1]) * timestepInv;
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force[1] = mass * accelY;
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}
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}
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else if( m_jumpTimer == 4 )
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{
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vec3_t veloc = { 0.0f, 0.3f, 0.0f };
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NewtonAddBodyImpulse( pm->body, &veloc[0], &matrix[3][0] );
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}
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m_jumpTimer = m_jumpTimer ? m_jumpTimer - 1 : 0;
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{
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float speed_factor;
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vec3_t tmp1, tmp2, result;
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speed_factor = sqrt( DotProduct( pml.movedir, pml.movedir ) + 1.0e-6f );
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VectorScale( pml.movedir, 1.0f / speed_factor, heading );
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VectorScale( heading, mass * 20.0f, tmp1 );
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VectorScale( heading, 2.0f * DotProduct( velocity, heading ), tmp2 );
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VectorSubtract( tmp1, tmp2, result );
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VectorAdd( force, result, force );
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NewtonBodySetForce( pm->body, &force[0] );
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VectorScale( force, pml.frametime / mass, tmp1 );
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VectorAdd( tmp1, velocity, step );
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VectorScale( step, pml.frametime, step );
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}
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VectorSet(step, DotProduct(step,cm.matrix[0]),DotProduct(step,cm.matrix[1]),DotProduct(step,cm.matrix[2]));
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Matrix4x4_LoadIdentity( collisionPadding );
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step[1] = 0.0f;
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dist = DotProduct( step, step );
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if( dist > m_maxTranslation * m_maxTranslation )
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{
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// when the velocity is high enough that can miss collision we will enlarge the collision
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// long the vector velocity
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dist = sqrt( dist );
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VectorScale( step, 1.0f / dist, step );
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// make a rotation matrix that will align the velocity vector with the front vector
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collisionPadding[0][0] = step[0];
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collisionPadding[0][2] = -step[2];
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collisionPadding[2][0] = step[2];
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collisionPadding[2][2] = step[0];
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// get the transpose of the matrix
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Matrix4x4_Transpose( transpose, collisionPadding );
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VectorScale( transpose[0], dist / m_maxTranslation, transpose[0] ); // scale factor
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// calculate and oblique scale matrix by using a similar transformation matrix of the for, R'* S * R
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Matrix4x4_Concat( collisionPadding, collisionPadding, transpose );
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}
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// set the collision modifierMatrix;
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//NewtonConvexHullModifierSetMatrix( NewtonBodyGetCollision(pm->body), &collisionPadding[0][0]);
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steerAngle = asin( bound( -1.0f, pml.forward[2], 1.0f ));
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// calculate the torque vector
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NewtonBodyGetOmega( pm->body, &omega[0]);
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VectorSet( torque, 0.0f, 0.5f * Iyy * (steerAngle * timestepInv - omega[1] ) * timestepInv, 0.0f );
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NewtonBodySetTorque( pm->body, &torque[0] );
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// assume the character is on the air. this variable will be set to false if the contact detect
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// the character is landed
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m_isAirBorne = true;
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VectorSet( m_stepContact, 0.0f, -m_size[2], 0.0f );
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NewtonUpVectorSetPin( cm.upVector, &vec3_up[0] );
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}
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void CM_ClientMove( pmove_t *pmove )
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{
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}
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physbody_t *Phys_CreatePlayer( sv_edict_t *ed, cmodel_t *mod, matrix4x3 transform )
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{
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NewtonCollision *col, *hull;
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NewtonBody *body;
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matrix4x4 trans;
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vec3_t radius, mins, maxs, upDirection;
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if( !cm_physics_model->integer )
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return NULL;
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// setup matrixes
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Matrix4x4_LoadIdentity( trans );
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if( mod )
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{
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// player m_size
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VectorCopy( mod->mins, mins );
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VectorCopy( mod->maxs, maxs );
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VectorSubtract( maxs, mins, m_size );
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VectorScale( m_size, 0.5f, radius );
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}
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ConvertDimensionToPhysic( m_size );
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ConvertDimensionToPhysic( radius );
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VectorSet( m_stepContact, 0.0f, -m_size[2], 0.0f );
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m_maxTranslation = m_size[0] * 0.25f;
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m_maxStepHigh = -m_size[2] * 0.5f;
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VectorCopy( transform[3], trans[3] ); // copy position only
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trans[3][1] = CM_FindFloor( trans[3], 32768 ) + radius[2]; // merge floor position
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// place a sphere at the center
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col = NewtonCreateSphere( gWorld, radius[0], radius[2], radius[1], NULL );
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// wrap the character collision under a transform, modifier for tunneling trught walls avoidance
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hull = NewtonCreateConvexHullModifier( gWorld, col );
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NewtonReleaseCollision( gWorld, col );
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body = NewtonCreateBody( gWorld, hull ); // create the rigid body
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NewtonBodySetAutoFreeze( body, 0 ); // disable auto freeze management for the player
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NewtonWorldUnfreezeBody( gWorld, body ); // keep the player always active
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// reset angular and linear damping
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NewtonBodySetLinearDamping( body, 0.0f );
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NewtonBodySetAngularDamping( body, vec3_origin );
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NewtonBodySetMaterialGroupID( body, characterID );// set material Id for this object
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// setup generic callback to engine.dll
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NewtonBodySetUserData( body, ed );
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NewtonBodySetTransformCallback( body, Callback_ApplyTransform );
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NewtonBodySetForceAndTorqueCallback( body, Callback_PmoveApplyForce );
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NewtonBodySetMassMatrix( body, 20.0f, m_size[0], m_size[1], m_size[2] ); // 20 kg
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NewtonBodySetMatrix(body, &trans[0][0] );// origin
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// release the collision geometry when not need it
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NewtonReleaseCollision( gWorld, hull );
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// add and up vector constraint to help in keeping the body upright
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VectorSet( upDirection, 0.0f, 1.0f, 0.0f );
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cm.upVector = NewtonConstraintCreateUpVector( gWorld, &upDirection[0], body );
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NewtonBodySetContinuousCollisionMode( body, 1 );
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return (physbody_t *)body;
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}
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/*
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===============================================================================
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PMOVE ENTRY POINT
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===============================================================================
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*/
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void CM_PlayerMove( pmove_t *pmove, bool clientmove )
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{
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if( !cm_physics_model->integer ) return;
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if( clientmove ) CM_ClientMove( pmove );
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else CM_ServerMove( pmove );
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} |