Bouncy effect gone

actorid
Jason Hooks 13 years ago
parent e4251be529
commit 318355f1be

@ -178,7 +178,7 @@ bool PM_SlideMove( bool gravity )
float into;
Ogre::Vector3 endVelocity;
Ogre::Vector3 endClipVelocity;
std::cout << "Slide move\n";
std::cout << "Slide move" << pm->ps.velocity << "\n";
numbumps = 4;
// primal_velocity = pm->ps->velocity
@ -415,6 +415,7 @@ int PM_StepSlideMove( bool gravity )
// vec3_t delta, delta2;
Ogre::Vector3 up, down;
float stepSize;
std::cout << "Step Slide move" << pm->ps.velocity << "\n";
// start_o = pm->ps->origin
//VectorCopy (pm->ps->origin, start_o);
@ -427,7 +428,7 @@ int PM_StepSlideMove( bool gravity )
if ( PM_SlideMove( gravity ) == false )
return 1; // we got exactly where we wanted to go first try
std::cout << "Step Slide move\n";
// down = start_o - vec3(0, 0, STEPSIZE)
//VectorCopy(start_o, down);
down = start_o;
@ -711,7 +712,7 @@ static void PM_WaterMove( playerMove* const pm )
Ogre::Vector3 wishdir;
float scale;
float vel;
std::cout << "Water moving";
/*if ( PM_CheckWaterJump() )
{
PM_WaterJumpMove();
@ -837,7 +838,7 @@ static void PM_WalkMove( playerMove* const pmove )
playerMove::playercmd cmd;
float accelerate;
float vel;
std::cout << "Walking\n";
std::cout << "Walking" << pm->ps.velocity << "\n";
if ( pm->ps.waterlevel > 2 && //DotProduct( pml.forward, pml.groundTrace.plane.normal ) > 0 )
pml.forward.dotProduct(pml.groundTrace.planenormal) > 0.0f)
@ -927,6 +928,7 @@ static void PM_WalkMove( playerMove* const pmove )
PM_Friction ();
std::cout << "After friction" << pm->ps.velocity << "\n";
//bprintf("vel: (%f, %f, %f)\n", pm->ps.velocity.x, pm->ps.velocity.y, pm->ps.velocity.z);
@ -945,20 +947,28 @@ static void PM_WalkMove( playerMove* const pmove )
//pml.right[2] = 0;
pml.right.z = 0;
//std::cout << "Further down" << pm->ps.velocity << "\n";
// project the forward and right directions onto the ground plane
PM_ClipVelocity (pml.forward, pml.groundTrace.planenormal, pml.forward, OVERCLIP );
PM_ClipVelocity (pml.right, pml.groundTrace.planenormal, pml.right, OVERCLIP );
std::cout << "Clip velocity" << pm->ps.velocity << "\n";
//
//VectorNormalize (pml.forward);
pml.forward = pml.forward.normalise();
pml.right = pml.right.normalise();
VectorNormalize (pml.forward);
VectorNormalize (pml.right);
//pml.forward = pml.forward.normalise();
//pml.right = pml.right.normalise();
std::cout << "forward2" << pml.forward << "\n";
std::cout << "right2" << pml.right << "\n";
// wishvel = (pml.forward * fmove) + (pml.right * smove);
//for ( i = 0 ; i < 3 ; i++ )
//wishvel[i] = pml.forward[i] * fmove + pml.right[i] * smove;
wishvel = pml.forward * fmove + pml.right * smove;
std::cout << "WishVel" << wishvel << "\n";
//bprintf("f: (%f, %f, %f), s: (%f, %f, %f)\n", fmove, smove);
@ -971,7 +981,9 @@ static void PM_WalkMove( playerMove* const pmove )
wishdir = wishvel;
wishspeed = VectorNormalize(wishdir);
std::cout << "Wishspeed: " << wishspeed << "\n";
wishspeed *= scale;
std::cout << "Wishspeed scaled:" << wishspeed << "\n";
// clamp the speed lower if ducking
if ( pm->cmd.ducking )
@ -998,6 +1010,7 @@ static void PM_WalkMove( playerMove* const pmove )
PM_Accelerate (wishdir, wishspeed, accelerate);
std::cout << "Velocityafter: " << pm->ps.velocity << "\n";
//Com_Printf("velocity = %1.1f %1.1f %1.1f\n", pm->ps->velocity[0], pm->ps->velocity[1], pm->ps->velocity[2]);
//Com_Printf("velocity1 = %1.1f\n", VectorLength(pm->ps->velocity));
@ -1012,15 +1025,18 @@ static void PM_WalkMove( playerMove* const pmove )
//vel = VectorLength(pm->ps->velocity);
vel = pm->ps.velocity.length();
std::cout << "The length" << vel << "\n";
// slide along the ground plane
PM_ClipVelocity (pm->ps.velocity, pml.groundTrace.planenormal,
pm->ps.velocity, OVERCLIP );
std::cout << "Velocity clipped" << pm->ps.velocity << "\n";
// don't decrease velocity when going up or down a slope
//VectorNormalize(pm->ps->velocity);
pm->ps.velocity = pm->ps.velocity.normalise();
VectorNormalize(pm->ps.velocity);
//pm->ps.velocity = pm->ps.velocity.normalise();
std::cout << "Final:" << pm->ps.velocity << "\n";
//VectorScale(pm->ps->velocity, vel, pm->ps->velocity);
pm->ps.velocity = pm->ps.velocity * vel;
@ -1032,6 +1048,7 @@ static void PM_WalkMove( playerMove* const pmove )
PM_StepSlideMove( false );
//Com_Printf("velocity2 = %1.1f\n", VectorLength(pm->ps->velocity));
std::cout << "Walk2" << pm->ps.velocity << "\n";
}
@ -1361,7 +1378,7 @@ static void PM_CrashLand( void )
static void PM_GroundTrace( void )
{
std::cout << "Ground trace\n";
std::cout << "Ground trace" << pm->ps.velocity << "\n";
Ogre::Vector3 point;
traceResults trace;
@ -1467,13 +1484,13 @@ static void PM_GroundTrace( void )
// don't reset the z velocity for slopes
// pm->ps->velocity[2] = 0;
std::cout << "Ground trace2" << pm->ps.velocity << "\n";
//PM_AddTouchEnt( trace.entityNum );
}
static void PM_AirMove()
{
std::cout << "Air move\n";
std::cout << "Air move " << pm->ps.velocity << "\n";
//int i;
Ogre::Vector3 wishvel;
float fmove, smove;
@ -1495,9 +1512,9 @@ static void PM_AirMove()
// project moves down to flat plane
//pml.forward[2] = 0;
pml.forward.y = 0; //Z or Y?
pml.forward.z = 0; //Z or Y?
//pml.right[2] = 0;
pml.right.y = 0;
pml.right.z = 0;
//VectorNormalize (pml.forward);
pml.forward = Ogre::Vector3(pml.forward.normalise());
pml.right = Ogre::Vector3(pml.right.normalise());
@ -1535,8 +1552,9 @@ static void PM_AirMove()
else
PM_SlideMove ( qtrue );
#endif*/
/*bprintf("%i ", */PM_StepSlideMove ( true )/* )*/;
std::cout << "Velocity 2 " << pm->ps.velocity << "\n";
}
static void PM_NoclipMove( void )

@ -32,7 +32,7 @@ void newtrace(traceResults* const results, const Ogre::Vector3& start, const Ogr
//Ogre::Vector3 endReplace = startReplace;
//endReplace.z -= .25;
const bool hasHit = NewPhysicsTrace<collisionWorldTrace>(&out, start, end, BBHalfExtents, Ogre::Vector3(0.0f, 0.0f, rotation), isInterior, enginePass);
const bool hasHit = NewPhysicsTrace<collisionWorldTrace>(&out, start, end, BBHalfExtents, Ogre::Vector3(0.0f, rotation, 0.0f), isInterior, enginePass);
if(hasHit)
std::cout << "Has hit\n";
if (out.fraction < 0.001f)
@ -100,7 +100,7 @@ const bool NewPhysicsTrace(NewPhysTraceResults* const out, const Ogre::Vector3&
const btVector3 btstart(start.x, start.y, start.z);
const btVector3 btend(end.x, end.y, end.z);
const btQuaternion btrot(rotation.y, rotation.x, rotation.z);
const btQuaternion btrot(rotation.y, rotation.x, rotation.z); //y, x, z
const btBoxShape newshape(btVector3(BBHalfExtents.x, BBHalfExtents.y, BBHalfExtents.z));
const btTransform from(btrot, btstart);

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