changed collision nudging to behave like quake2/3, properly handling shallow impacts...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 21 Feb 2007 03:23:13 +0000 (03:23 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 21 Feb 2007 03:23:13 +0000 (03:23 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6881 d7cf8633-e32d-0410-b094-e92efae38249

collision.c

index 0ccc1d1..1b51d62 100644 (file)
@@ -10,7 +10,7 @@
 cvar_t collision_impactnudge = {0, "collision_impactnudge", "0.03125", "how much to back off from the impact"};
 cvar_t collision_startnudge = {0, "collision_startnudge", "0", "how much to bias collision trace start"};
 cvar_t collision_endnudge = {0, "collision_endnudge", "0", "how much to bias collision trace end"};
-cvar_t collision_enternudge = {0, "collision_enternudge", "0", "how much to bias collision entry fraction"};
+cvar_t collision_enternudge = {0, "collision_enternudge", "0.03125", "how much to bias collision entry fraction"};
 cvar_t collision_leavenudge = {0, "collision_leavenudge", "0", "how much to bias collision exit fraction"};
 cvar_t collision_prefernudgedfraction = {0, "collision_prefernudgedfraction", "1", "whether to sort collision events by nudged fraction (1) or real fraction (0)"};
 
@@ -614,13 +614,15 @@ void Collision_TraceBrushBrushFloat(trace_t *trace, const colbrushf_t *thisbrush
                if (d1 > d2)
                {
                        // moving into brush
-                       if (d2 > 0)
+                       if (d2 >= collision_enternudge.value)
                                return;
                        if (d1 > 0)
                        {
                                // enter
                                imove = 1 / (d1 - d2);
                                f = (d1 - collision_enternudge.value) * imove;
+                               if (f < 0)
+                                       f = 0;
                                // check if this will reduce the collision time range
                                if (enterfrac < f)
                                {
@@ -636,7 +638,7 @@ void Collision_TraceBrushBrushFloat(trace_t *trace, const colbrushf_t *thisbrush
                                                return;
                                        // calculate the nudged fraction and impact normal we'll
                                        // need if we accept this collision later
-                                       enterfrac2 = f - collision_impactnudge.value * imove;
+                                       enterfrac2 = (d1 - collision_impactnudge.value) * imove;
                                        VectorLerp(startplane->normal, enterfrac, endplane->normal, newimpactnormal);
                                        hitq3surfaceflags = startplane->q3surfaceflags;
                                        hittexture = startplane->texture;
@@ -652,6 +654,8 @@ void Collision_TraceBrushBrushFloat(trace_t *trace, const colbrushf_t *thisbrush
                        {
                                // leave
                                f = (d1 + collision_leavenudge.value) / (d1 - d2);
+                               if (f > 1)
+                                       f = 1;
                                // check if this will reduce the collision time range
                                if (leavefrac > f)
                                {
@@ -733,13 +737,15 @@ void Collision_TraceLineBrushFloat(trace_t *trace, const vec3_t linestart, const
                if (d1 > d2)
                {
                        // moving into brush
-                       if (d2 > 0)
+                       if (d2 >= collision_enternudge.value)
                                return;
                        if (d1 > 0)
                        {
                                // enter
                                imove = 1 / (d1 - d2);
                                f = (d1 - collision_enternudge.value) * imove;
+                               if (f < 0)
+                                       f = 0;
                                // check if this will reduce the collision time range
                                if (enterfrac < f)
                                {
@@ -755,7 +761,7 @@ void Collision_TraceLineBrushFloat(trace_t *trace, const vec3_t linestart, const
                                                return;
                                        // calculate the nudged fraction and impact normal we'll
                                        // need if we accept this collision later
-                                       enterfrac2 = f - collision_impactnudge.value * imove;
+                                       enterfrac2 = (d1 - collision_impactnudge.value) * imove;
                                        VectorLerp(startplane->normal, enterfrac, endplane->normal, newimpactnormal);
                                        hitq3surfaceflags = startplane->q3surfaceflags;
                                        hittexture = startplane->texture;