1 void SUB_NullThink() { }
3 void() SUB_CalcMoveDone;
4 void() SUB_CalcAngleMoveDone;
10 Applies some friction to self
16 self.SUB_NEXTTHINK = time;
17 if(self.SUB_FLAGS & FL_ONGROUND)
18 self.SUB_VELOCITY = self.SUB_VELOCITY * (1 - frametime * self.friction);
25 Makes client invisible or removes non-client
28 void SUB_VanishOrRemove (entity ent)
47 void SUB_SetFade_Think ()
51 this.SUB_THINK = SUB_SetFade_Think;
52 this.SUB_NEXTTHINK = time;
53 this.alpha -= frametime * this.fade_rate;
54 if (this.alpha < 0.01)
55 SUB_VanishOrRemove(this);
57 this.SUB_NEXTTHINK = time;
64 Fade 'ent' out when time >= 'when'
67 void SUB_SetFade (entity ent, float when, float fading_time)
69 ent.fade_rate = 1/fading_time;
70 ent.SUB_THINK = SUB_SetFade_Think;
71 ent.SUB_NEXTTHINK = when;
78 calculate self.SUB_VELOCITY and self.SUB_NEXTTHINK to reach dest from
79 self.SUB_ORIGIN traveling at speed
82 void SUB_CalcMoveDone ()
84 // After moving, set origin to exact final destination
86 SUB_SETORIGIN (self, self.finaldest);
87 self.SUB_VELOCITY = '0 0 0';
88 self.SUB_NEXTTHINK = -1;
93 .float platmovetype_turn;
94 void SUB_CalcMove_controller_think ()
104 delta = self.destvec;
105 delta2 = self.destvec2;
106 if(time < self.animstate_endtime)
108 nexttick = time + PHYS_INPUT_FRAMETIME;
110 traveltime = self.animstate_endtime - self.animstate_starttime;
111 phasepos = (nexttick - self.animstate_starttime) / traveltime; // range: [0, 1]
112 phasepos = cubic_speedfunc(self.platmovetype_start, self.platmovetype_end, phasepos);
113 nextpos = self.origin + (delta * phasepos) + (delta2 * phasepos * phasepos);
114 // derivative: delta + 2 * delta2 * phasepos (e.g. for angle positioning)
116 if(self.owner.platmovetype_turn)
119 destangle = delta + 2 * delta2 * phasepos;
120 destangle = vectoangles(destangle);
121 destangle_x = -destangle_x; // flip up / down orientation
123 // take the shortest distance for the angles
124 vector v = SUB_ANGLES(self.owner);
125 v.x -= 360 * floor((v.x - destangle_x) / 360 + 0.5);
126 v.y -= 360 * floor((v.y - destangle_y) / 360 + 0.5);
127 v.z -= 360 * floor((v.z - destangle_z) / 360 + 0.5);
128 SUB_ANGLES(self.owner) = v;
129 angloc = destangle - SUB_ANGLES(self.owner);
130 angloc = angloc * (1 / PHYS_INPUT_FRAMETIME); // so it arrives for the next frame
131 self.owner.SUB_AVELOCITY = angloc;
133 if(nexttick < self.animstate_endtime)
134 veloc = nextpos - self.owner.SUB_ORIGIN;
136 veloc = self.finaldest - self.owner.SUB_ORIGIN;
137 veloc = veloc * (1 / PHYS_INPUT_FRAMETIME); // so it arrives for the next frame
139 self.owner.SUB_VELOCITY = veloc;
140 self.nextthink = nexttick;
144 // derivative: delta + 2 * delta2 (e.g. for angle positioning)
145 entity own = self.owner;
146 own.SUB_THINK = self.think1;
148 WITHSELF(own, own.SUB_THINK());
152 void SUB_CalcMove_controller_setbezier (entity controller, vector org, vector control, vector destin)
154 // 0 * (1-t) * (1-t) + 2 * control * t * (1-t) + destin * t * t
155 // 2 * control * t - 2 * control * t * t + destin * t * t
156 // 2 * control * t + (destin - 2 * control) * t * t
158 setorigin(controller, org);
162 controller.destvec = 2 * control; // control point
163 controller.destvec2 = destin - 2 * control; // quadratic part required to reach end point
164 // also: initial d/dphasepos origin = 2 * control, final speed = 2 * (destin - control)
167 void SUB_CalcMove_controller_setlinear (entity controller, vector org, vector destin)
169 // 0 * (1-t) * (1-t) + 2 * control * t * (1-t) + destin * t * t
170 // 2 * control * t - 2 * control * t * t + destin * t * t
171 // 2 * control * t + (destin - 2 * control) * t * t
173 setorigin(controller, org);
176 controller.destvec = destin; // end point
177 controller.destvec2 = '0 0 0';
180 float TSPEED_TIME = -1;
181 float TSPEED_LINEAR = 0;
182 float TSPEED_START = 1;
183 float TSPEED_END = 2;
186 void SUB_CalcMove_Bezier (vector tcontrol, vector tdest, float tspeedtype, float tspeed, void() func)
192 objerror ("No speed is defined!");
195 self.finaldest = tdest;
196 self.SUB_THINK = SUB_CalcMoveDone;
202 traveltime = 2 * vlen(tcontrol - self.SUB_ORIGIN) / tspeed;
205 traveltime = 2 * vlen(tcontrol - tdest) / tspeed;
208 traveltime = vlen(tdest - self.SUB_ORIGIN) / tspeed;
215 if (traveltime < 0.1) // useless anim
217 self.SUB_VELOCITY = '0 0 0';
218 self.SUB_NEXTTHINK = self.SUB_LTIME + 0.1;
222 controller = new(SUB_CalcMove_controller);
223 controller.owner = self;
224 controller.platmovetype = self.platmovetype;
225 controller.platmovetype_start = self.platmovetype_start;
226 controller.platmovetype_end = self.platmovetype_end;
227 SUB_CalcMove_controller_setbezier(controller, self.SUB_ORIGIN, tcontrol, tdest);
228 controller.finaldest = (tdest + '0 0 0.125'); // where do we want to end? Offset to overshoot a bit.
229 controller.animstate_starttime = time;
230 controller.animstate_endtime = time + traveltime;
231 controller.think = SUB_CalcMove_controller_think;
232 controller.think1 = self.SUB_THINK;
234 // the thinking is now done by the controller
235 self.SUB_THINK = SUB_NullThink; // for PushMove
236 self.SUB_NEXTTHINK = self.SUB_LTIME + traveltime;
239 WITHSELF(controller, controller.think());
242 void SUB_CalcMove (vector tdest, float tspeedtype, float tspeed, void() func)
248 objerror ("No speed is defined!");
251 self.finaldest = tdest;
252 self.SUB_THINK = SUB_CalcMoveDone;
254 if (tdest == self.SUB_ORIGIN)
256 self.SUB_VELOCITY = '0 0 0';
257 self.SUB_NEXTTHINK = self.SUB_LTIME + 0.1;
261 delta = tdest - self.SUB_ORIGIN;
269 traveltime = vlen (delta) / tspeed;
276 // Very short animations don't really show off the effect
277 // of controlled animation, so let's just use linear movement.
278 // Alternatively entities can choose to specify non-controlled movement.
279 // The only currently implemented alternative movement is linear (value 1)
280 if (traveltime < 0.15 || (self.platmovetype_start == 1 && self.platmovetype_end == 1)) // is this correct?
282 self.SUB_VELOCITY = delta * (1/traveltime); // QuakeC doesn't allow vector/float division
283 self.SUB_NEXTTHINK = self.SUB_LTIME + traveltime;
287 // now just run like a bezier curve...
288 SUB_CalcMove_Bezier((self.SUB_ORIGIN + tdest) * 0.5, tdest, tspeedtype, tspeed, func);
291 void SUB_CalcMoveEnt (entity ent, vector tdest, float tspeedtype, float tspeed, void() func)
293 WITHSELF(ent, SUB_CalcMove(tdest, tspeedtype, tspeed, func));
300 calculate self.SUB_AVELOCITY and self.SUB_NEXTTHINK to reach destangle from
303 The calling function should make sure self.SUB_THINK is valid
306 void SUB_CalcAngleMoveDone ()
308 // After rotating, set angle to exact final angle
309 self.angles = self.finalangle;
310 self.SUB_AVELOCITY = '0 0 0';
311 self.SUB_NEXTTHINK = -1;
316 // FIXME: I fixed this function only for rotation around the main axes
317 void SUB_CalcAngleMove (vector destangle, float tspeedtype, float tspeed, void() func)
323 objerror ("No speed is defined!");
325 // take the shortest distance for the angles
326 self.angles_x -= 360 * floor((self.angles_x - destangle_x) / 360 + 0.5);
327 self.angles_y -= 360 * floor((self.angles_y - destangle_y) / 360 + 0.5);
328 self.angles_z -= 360 * floor((self.angles_z - destangle_z) / 360 + 0.5);
329 delta = destangle - self.angles;
337 traveltime = vlen (delta) / tspeed;
345 self.finalangle = destangle;
346 self.SUB_THINK = SUB_CalcAngleMoveDone;
348 if (traveltime < 0.1)
350 self.SUB_AVELOCITY = '0 0 0';
351 self.SUB_NEXTTHINK = self.SUB_LTIME + 0.1;
355 self.SUB_AVELOCITY = delta * (1 / traveltime);
356 self.SUB_NEXTTHINK = self.SUB_LTIME + traveltime;
359 void SUB_CalcAngleMoveEnt (entity ent, vector destangle, float tspeedtype, float tspeed, void() func)
361 WITHSELF(ent, SUB_CalcAngleMove (destangle, tspeedtype, tspeed, func));