/// <summary>
        /// Add our wish direction and speed onto our velocity
        /// </summary>
        public virtual void Accelerate(Vector3 wishdir, float wishspeed, float speedLimit)
        {
            // This gets overridden because some games (CSPort) want to allow dead (observer) players
            // to be able to move around.
            // if ( !CanAccelerate() )
            //     return;

            if (speedLimit > 0 && wishspeed > speedLimit)
            {
                wishspeed = speedLimit;
            }

            // See if we are changing direction a bit
            var currentspeed = Velocity.Dot(wishdir);

            // Reduce wishspeed by the amount of veer.
            var addspeed = wishspeed - currentspeed;

            // If not going to add any speed, done.
            if (addspeed <= 0)
            {
                return;
            }

            // Determine amount of acceleration.
            var accelspeed = Acceleration * Time.Delta * wishspeed * SurfaceFriction;

            // Cap at addspeed
            if (accelspeed > addspeed)
            {
                accelspeed = addspeed;
            }

            Velocity += wishdir * accelspeed;
        }
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        private void AddCameraEffects(Camera camera)
        {
            var speed        = Velocity.Length.LerpInverse(0, 320);
            var forwardspeed = Velocity.Normal.Dot(camera.Rot.Forward);

            var left = camera.Rot.Left;
            var up   = camera.Rot.Up;

            if (GroundEntity != null)
            {
                walkBob += Time.Delta * 25.0f * speed;
            }

            camera.Pos += up * MathF.Sin(walkBob) * speed * 2;
            camera.Pos += left * MathF.Sin(walkBob * 0.6f) * speed * 1;

            lean = lean.LerpTo(Velocity.Dot(camera.Rot.Right) * 0.03f, Time.Delta * 15.0f);

            var appliedLean = lean;

            appliedLean += MathF.Sin(walkBob) * speed * 0.2f;
            camera.Rot  *= Rotation.From(0, 0, appliedLean);

            speed = (speed - 0.7f).Clamp(0, 1) * 3.0f;

            fov = fov.LerpTo(speed * 20 * MathF.Abs(forwardspeed), Time.Delta * 2.0f);

            camera.FieldOfView += fov;
        }
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        public void Bounce(Vector2f normal, float scale)
        {
            float dot = Velocity.Dot(normal);

            if (dot >= 0f)
            {
                return;
            }

            if (Bounced != null)
            {
                Bounced(this, new EventArgs());
            }

            Velocity -= (1 + scale) * normal * dot;
        }
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        private void AddCameraEffects(ref CameraSetup setup)
        {
            var speed        = Velocity.Length.LerpInverse(0, 320);
            var forwardspeed = Velocity.Normal.Dot(setup.Rotation.Forward);

            var left = setup.Rotation.Left;
            var up   = setup.Rotation.Up;

            if (GroundEntity != null)
            {
                walkBob += Time.Delta * 10.0f * speed;
            }

            setup.Position += up * MathF.Sin(walkBob) * speed * 2;
            setup.Position += left * MathF.Sin(walkBob * 0.6f) * speed * 1;

            // Camera lean
            lean = lean.LerpTo(Velocity.Dot(setup.Rotation.Right) * 0.01f, Time.Delta * 15.0f);

            var controller  = Controller as WalkController;
            var wallRun     = controller.WallRun;
            var wallRunLean = wallRun.GetWallJumpDirection();

            if (wallRun.IsWallRunning)
            {
                Log.Info("wall run lean: " + wallRunLean.ToString());
                Log.Info("dot: " + wallRunLean.Dot(setup.Rotation.Right) * 0.01f);
                lean = lean.LerpTo((wallRunLean.Dot(setup.Rotation.Right) * 0.01f) * 20f, Time.Delta * 10.0f);
            }

            var appliedLean = lean;

            appliedLean    += MathF.Sin(walkBob) * speed * 0.2f;
            setup.Rotation *= Rotation.From(0, 0, appliedLean);

            speed = (speed - 0.7f).Clamp(0, 1) * 3.0f;

            fov = fov.LerpTo(speed * 5 * MathF.Abs(forwardspeed), Time.Delta * 2.0f);

            setup.FieldOfView += fov;
        }
Exemple #5
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    private void AddCameraEffects(ref CameraSetup setup)
    {
        var speed        = Velocity.Length.LerpInverse(0, 320);
        var forwardspeed = Velocity.Normal.Dot(setup.Rotation.Forward);

        var left = setup.Rotation.Left;
        var up   = setup.Rotation.Up;

        if (GroundEntity != null)
        {
            walkBob += Time.Delta * 25.0f * speed;
        }

        setup.Position += up * MathF.Sin(walkBob) * speed * 2;
        setup.Position += left * MathF.Sin(walkBob * 0.6f) * speed * 1;

        // Camera lean
        lean = lean.LerpTo(Velocity.Dot(setup.Rotation.Right) * 0.015f, Time.Delta * 15.0f);

        var appliedLean = lean;

        appliedLean    += MathF.Sin(walkBob) * speed * 0.2f;
        setup.Rotation *= Rotation.From(0, 0, appliedLean);

        speed = (speed - 0.7f).Clamp(0, 1) * 3.0f;

        fov = fov.LerpTo(speed * 20 * MathF.Abs(forwardspeed), Time.Delta * 2.0f);

        setup.FieldOfView += fov;

        //	var tx = new Sandbox.UI.PanelTransform();
        //	tx.AddRotation( 0, 0, lean * -0.1f );

        //	Hud.CurrentPanel.Style.Transform = tx;
        //	Hud.CurrentPanel.Style.Dirty();
    }
        void Accelerate(Vector3 wishDir, float wishSpeed, float speedLimit, float acceleration)
        {
            if (speedLimit > 0 && wishSpeed > speedLimit)
            {
                wishSpeed = speedLimit;
            }

            var currentspeed = Velocity.Dot(wishDir);
            var addspeed     = wishSpeed - currentspeed;

            if (addspeed <= 0)
            {
                return;
            }

            var accelspeed = acceleration * Time.Delta * wishSpeed;

            if (accelspeed > addspeed)
            {
                accelspeed = addspeed;
            }

            Velocity += wishDir * accelspeed;
        }
        public void Accelerate(Vector3 wishDir, float wishSpeed, float speedLimit)
        {
            if (speedLimit > 0 && wishSpeed > speedLimit)
            {
                wishSpeed = speedLimit;
            }

            var currentSpeed = Velocity.Dot(wishDir);
            var addSpeed     = wishSpeed - currentSpeed;

            if (addSpeed <= 0)
            {
                return;
            }

            var accelSpeed = Acceleration * Time.Delta * wishSpeed * _surfaceFriction;

            if (accelSpeed > addSpeed)
            {
                accelSpeed = addSpeed;
            }

            Velocity += wishDir * accelSpeed;
        }
        void TryPlayerMove()
        {
            var timeLeft    = Time.Delta;
            var allFraction = 0.0f;

            var original_velocity = Velocity;
            var primal_velocity   = Velocity;

            var numplanes = 0;

            for (int bumpCount = 0; bumpCount < 4; bumpCount++)
            {
                if (Velocity.Length == 0.0f)
                {
                    break;
                }

                // Assume we can move all the way from the current origin to the
                //  end point.
                var end = Pos + Velocity * timeLeft;

                var pm = TraceBBox(Pos, end);

                allFraction += pm.Fraction;

                // actually covered some distance
                if (pm.Fraction > DistEpsilon)
                {
                    // Note: Skipping terrain double check around hack test

                    Pos = pm.EndPos;
                    original_velocity = Velocity;
                    numplanes         = 0;
                }

                // If we covered the entire distance, we are done
                //  and can return.
                if (pm.Fraction == 1)
                {
                    break;                          // moved the entire distance
                }

                // MoveHelper( )->AddToTouched( pm, mv->m_vecVelocity );

                bool probablyFloor = pm.Normal.z > GroundNormalZ;

                // If the plane we hit has a high z component in the normal, then
                //  it's probably a floor
                if (probablyFloor)
                {
                }

                // If the plane has a zero z component in the normal, then it's a
                //  step or wall
                if (pm.Normal.z == 0)
                {
                }

                timeLeft -= timeLeft * pm.Fraction;

                if (numplanes >= planes.Length)
                {
                    Velocity = Vector3.Zero;
                    break;
                }

                planes[numplanes] = pm.Normal;
                numplanes++;

                if (numplanes == 1 && GroundEntity == null)
                {
                    var overbounce = 1.0f;
                    if (!probablyFloor)
                    {
                        overbounce = 1.0f + Bounce * (1.0f - SurfaceFriction);
                    }

                    original_velocity = ClipVelocity(original_velocity, planes[0], overbounce);
                    Velocity          = original_velocity;
                }
                else
                {
                    int i = 0;
                    for (i = 0; i < numplanes; i++)
                    {
                        Velocity = ClipVelocity(original_velocity, planes[i], 1);

                        int j = 0;
                        for (j = 0; j < numplanes; j++)
                        {
                            if (j == i)
                            {
                                continue;
                            }

                            // Are we now moving against this plane?
                            if (Velocity.Dot(planes[j]) < 0)
                            {
                                break;                                 // not ok
                            }
                        }

                        if (j == numplanes)                            // Didn't have to clip, so we're ok
                        {
                            break;
                        }
                    }

                    // Did we go all the way through plane set
                    if (i == numplanes)
                    {
                        if (numplanes != 2)
                        {
                            Velocity = Vector3.Zero;
                            break;
                        }

                        var dir = Vector3.Cross(planes[0], planes[1]).Normal;
                        var d   = dir.Dot(Velocity);
                        Velocity = dir * d;
                    }

                    if (Vector3.Dot(Velocity, primal_velocity) <= 0)
                    {
                        Velocity = Vector3.Zero;
                        break;
                    }
                }
            }

            if (allFraction == 0)
            {
                Velocity = Vector3.Zero;
            }

            // Slam Volumes
        }
        private void TryPlayerMove()
        {
            var timeLeft    = Time.Delta;
            var allFraction = 0.0f;

            var originalVelocity = Velocity;
            var primalVelocity   = Velocity;

            var numPlanes = 0;

            for (int bumpCount = 0; bumpCount < 4; bumpCount++)
            {
                if (Velocity.Length == 0.0f)
                {
                    break;
                }

                var end = Pos + Velocity * timeLeft;
                var pm  = TraceBBox(Pos, end);

                allFraction += pm.Fraction;

                if (pm.Fraction > DistEpsilon)
                {
                    Pos = pm.EndPos;
                    originalVelocity = Velocity;
                    numPlanes        = 0;
                }

                if (pm.Fraction == 1)
                {
                    break;
                }

                var probablyFloor = pm.Normal.z > GroundNormalZ;

                timeLeft -= timeLeft * pm.Fraction;

                if (numPlanes >= _planes.Length)
                {
                    Velocity = Vector3.Zero;
                    break;
                }

                _planes[numPlanes] = pm.Normal;
                numPlanes++;

                if (numPlanes == 1 && GroundEntity == null)
                {
                    var overbounce = 1.0f;

                    if (!probablyFloor)
                    {
                        overbounce = 1.0f + Bounce * (1.0f - _surfaceFriction);
                    }

                    originalVelocity = ClipVelocity(originalVelocity, _planes[0], overbounce);
                    Velocity         = originalVelocity;
                }
                else
                {
                    int i;

                    for (i = 0; i < numPlanes; i++)
                    {
                        Velocity = ClipVelocity(originalVelocity, _planes[i], 1);

                        int j;

                        for (j = 0; j < numPlanes; j++)
                        {
                            if (j == i)
                            {
                                continue;
                            }

                            if (Velocity.Dot(_planes[j]) < 0)
                            {
                                break;
                            }
                        }

                        if (j == numPlanes)
                        {
                            break;
                        }
                    }

                    if (i == numPlanes)
                    {
                        if (numPlanes != 2)
                        {
                            Velocity = Vector3.Zero;
                            break;
                        }

                        var direction = Vector3.Cross(_planes[0], _planes[1]).Normal;
                        var dot       = direction.Dot(Velocity);

                        Velocity = direction * dot;
                    }

                    if (Vector3.Dot(Velocity, primalVelocity) <= 0)
                    {
                        Velocity = Vector3.Zero;
                        break;
                    }
                }
            }

            if (allFraction == 0)
            {
                Velocity = Vector3.Zero;
            }
        }