コード例 #1
0
        /*
         * =============
         * PF_aim
         *
         * Pick a vector for the player to shoot along
         * vector aim(entity, missilespeed)
         * =============
         */
        static void PF_aim()
        {
            edict_t ent   = GetEdict(OFS.OFS_PARM0);
            float   speed = GetFloat(OFS.OFS_PARM1);

            Vector3 start = Common.ToVector(ref ent.v.origin);

            start.Z += 20;

            // try sending a trace straight
            Vector3 dir;

            Mathlib.Copy(ref Progs.GlobalStruct.v_forward, out dir);
            Vector3 end = start + dir * 2048;
            trace_t tr  = Server.Move(ref start, ref Common.ZeroVector, ref Common.ZeroVector, ref end, 0, ent);

            if (tr.ent != null && tr.ent.v.takedamage == Damages.DAMAGE_AIM &&
                (Host.TeamPlay == 0 || ent.v.team <= 0 || ent.v.team != tr.ent.v.team))
            {
                ReturnVector(ref Progs.GlobalStruct.v_forward);
                return;
            }

            // try all possible entities
            Vector3 bestdir  = dir;
            float   bestdist = Server.Aim;
            edict_t bestent  = null;

            for (int i = 1; i < Server.sv.num_edicts; i++)
            {
                edict_t check = Server.sv.edicts[i];
                if (check.v.takedamage != Damages.DAMAGE_AIM)
                {
                    continue;
                }
                if (check == ent)
                {
                    continue;
                }
                if (Host.TeamPlay != 0 && ent.v.team > 0 && ent.v.team == check.v.team)
                {
                    continue;   // don't aim at teammate
                }
                v3f tmp;
                Mathlib.VectorAdd(ref check.v.mins, ref check.v.maxs, out tmp);
                Mathlib.VectorMA(ref check.v.origin, 0.5f, ref tmp, out tmp);
                Mathlib.Copy(ref tmp, out end);

                dir = end - start;
                Mathlib.Normalize(ref dir);
                float dist = Vector3.Dot(dir, Common.ToVector(ref Progs.GlobalStruct.v_forward));
                if (dist < bestdist)
                {
                    continue;   // to far to turn
                }
                tr = Server.Move(ref start, ref Common.ZeroVector, ref Common.ZeroVector, ref end, 0, ent);
                if (tr.ent == check)
                {       // can shoot at this one
                    bestdist = dist;
                    bestent  = check;
                }
            }

            if (bestent != null)
            {
                v3f dir2, end2;
                Mathlib.VectorSubtract(ref bestent.v.origin, ref ent.v.origin, out dir2);
                float dist = Mathlib.DotProduct(ref dir2, ref Progs.GlobalStruct.v_forward);
                Mathlib.VectorScale(ref Progs.GlobalStruct.v_forward, dist, out end2);
                end2.z = dir2.z;
                Mathlib.Normalize(ref end2);
                ReturnVector(ref end2);
            }
            else
            {
                ReturnVector(ref bestdir);
            }
        }
コード例 #2
0
ファイル: ServerPhysics.cs プロジェクト: Scrama/Quarp
        /// <summary>
        /// SV_FlyMove
        /// The basic solid body movement clip that slides along multiple planes
        /// Returns the clipflags if the velocity was modified (hit something solid)
        /// 1 = floor
        /// 2 = wall / step
        /// 4 = dead stop
        /// If steptrace is not NULL, the trace of any vertical wall hit will be stored
        /// </summary>
        static int FlyMove(edict_t ent, float time, trace_t steptrace)
        {
            v3f original_velocity = ent.v.velocity;
            v3f primal_velocity   = ent.v.velocity;

            int numbumps = 4;
            int blocked  = 0;

            Vector3[] planes    = new Vector3[MAX_CLIP_PLANES];
            int       numplanes = 0;
            float     time_left = time;

            for (int bumpcount = 0; bumpcount < numbumps; bumpcount++)
            {
                if (ent.v.velocity.IsEmpty)
                {
                    break;
                }

                v3f end;
                Mathlib.VectorMA(ref ent.v.origin, time_left, ref ent.v.velocity, out end);

                trace_t trace = Move(ref ent.v.origin, ref ent.v.mins, ref ent.v.maxs, ref end, 0, ent);

                if (trace.allsolid)
                {       // entity is trapped in another solid
                    ent.v.velocity = default(v3f);
                    return(3);
                }

                if (trace.fraction > 0)
                {       // actually covered some distance
                    Mathlib.Copy(ref trace.endpos, out ent.v.origin);
                    original_velocity = ent.v.velocity;
                    numplanes         = 0;
                }

                if (trace.fraction == 1)
                {
                    break;              // moved the entire distance
                }
                if (trace.ent == null)
                {
                    Sys.Error("SV_FlyMove: !trace.ent");
                }

                if (trace.plane.normal.Z > 0.7)
                {
                    blocked |= 1;               // floor
                    if (trace.ent.v.solid == Solids.SOLID_BSP)
                    {
                        ent.v.flags        = (int)ent.v.flags | EdictFlags.FL_ONGROUND;
                        ent.v.groundentity = EdictToProg(trace.ent);
                    }
                }

                if (trace.plane.normal.Z == 0)
                {
                    blocked |= 2;               // step
                    if (steptrace != null)
                    {
                        steptrace.CopyFrom(trace);      // save for player extrafriction
                    }
                }

                //
                // run the impact function
                //
                Impact(ent, trace.ent);
                if (ent.free)
                {
                    break;              // removed by the impact function
                }
                time_left -= time_left * trace.fraction;

                // cliped to another plane
                if (numplanes >= MAX_CLIP_PLANES)
                {
                    // this shouldn't really happen
                    ent.v.velocity = default(v3f);
                    return(3);
                }

                planes[numplanes] = trace.plane.normal;
                numplanes++;

                //
                // modify original_velocity so it parallels all of the clip planes
                //
                v3f new_velocity = default(v3f);
                int i, j;
                for (i = 0; i < numplanes; i++)
                {
                    ClipVelocity(ref original_velocity, ref planes[i], out new_velocity, 1);
                    for (j = 0; j < numplanes; j++)
                    {
                        if (j != i)
                        {
                            float dot = new_velocity.x * planes[j].X + new_velocity.y * planes[j].Y + new_velocity.z * planes[j].Z;
                            if (dot < 0)
                            {
                                break;  // not ok
                            }
                        }
                    }
                    if (j == numplanes)
                    {
                        break;
                    }
                }

                if (i != numplanes)
                {
                    // go along this plane
                    ent.v.velocity = new_velocity;
                }
                else
                {
                    // go along the crease
                    if (numplanes != 2)
                    {
                        ent.v.velocity = default(v3f);
                        return(7);
                    }
                    Vector3 dir = Vector3.Cross(planes[0], planes[1]);
                    float   d   = dir.X * ent.v.velocity.x + dir.Y * ent.v.velocity.y + dir.Z * ent.v.velocity.z;
                    Mathlib.Copy(ref dir, out ent.v.velocity);
                    Mathlib.VectorScale(ref ent.v.velocity, d, out ent.v.velocity);
                }

                //
                // if original velocity is against the original velocity, stop dead
                // to avoid tiny occilations in sloping corners
                //
                if (Mathlib.DotProduct(ref ent.v.velocity, ref primal_velocity) <= 0)
                {
                    ent.v.velocity = default(v3f);
                    return(blocked);
                }
            }

            return(blocked);
        }
コード例 #3
0
        /// <summary>
        /// BuildSurfaceDisplayList
        /// </summary>
        static void BuildSurfaceDisplayList(msurface_t fa)
        {
            // reconstruct the polygon
            medge_t[] pedges    = _CurrentModel.edges;
            int       lnumverts = fa.numedges;

            //
            // draw texture
            //
            glpoly_t poly = new glpoly_t();

            poly.AllocVerts(lnumverts);
            poly.next  = fa.polys;
            poly.flags = fa.flags;
            fa.polys   = poly;

            ushort[] r_pedge_v;
            Vector3  vec;

            for (int i = 0; i < lnumverts; i++)
            {
                int lindex = _CurrentModel.surfedges[fa.firstedge + i];
                if (lindex > 0)
                {
                    r_pedge_v = pedges[lindex].v;
                    vec       = _CurrentVertBase[r_pedge_v[0]].position;
                }
                else
                {
                    r_pedge_v = pedges[-lindex].v;
                    vec       = _CurrentVertBase[r_pedge_v[1]].position;
                }
                float s = Mathlib.DotProduct(ref vec, ref fa.texinfo.vecs[0]) + fa.texinfo.vecs[0].W;
                s /= fa.texinfo.texture.width;

                float t = Mathlib.DotProduct(ref vec, ref fa.texinfo.vecs[1]) + fa.texinfo.vecs[1].W;
                t /= fa.texinfo.texture.height;

                poly.verts[i][0] = vec.X;
                poly.verts[i][1] = vec.Y;
                poly.verts[i][2] = vec.Z;
                poly.verts[i][3] = s;
                poly.verts[i][4] = t;

                //
                // lightmap texture coordinates
                //
                s  = Mathlib.DotProduct(ref vec, ref fa.texinfo.vecs[0]) + fa.texinfo.vecs[0].W;
                s -= fa.texturemins[0];
                s += fa.light_s * 16;
                s += 8;
                s /= BLOCK_WIDTH * 16;

                t  = Mathlib.DotProduct(ref vec, ref fa.texinfo.vecs[1]) + fa.texinfo.vecs[1].W;
                t -= fa.texturemins[1];
                t += fa.light_t * 16;
                t += 8;
                t /= BLOCK_HEIGHT * 16;

                poly.verts[i][5] = s;
                poly.verts[i][6] = t;
            }

            //
            // remove co-linear points - Ed
            //
            if (_glKeepTJunctions.Value == 0 && (fa.flags & Surf.SURF_UNDERWATER) == 0)
            {
                for (int i = 0; i < lnumverts; ++i)
                {
                    if (IsCollinear(poly.verts[(i + lnumverts - 1) % lnumverts],
                                    poly.verts[i],
                                    poly.verts[(i + 1) % lnumverts]))
                    {
                        int j;
                        for (j = i + 1; j < lnumverts; ++j)
                        {
                            //int k;
                            for (int k = 0; k < Mod.VERTEXSIZE; ++k)
                            {
                                poly.verts[j - 1][k] = poly.verts[j][k];
                            }
                        }
                        --lnumverts;
                        ++_ColinElim;
                        // retry next vertex next time, which is now current vertex
                        --i;
                    }
                }
            }
            poly.numverts = lnumverts;
        }