self.think1 ();
}
-.float bezier_turn;
+.float platmovetype_turn;
void SUB_CalcMove_controller_think (void)
{
entity oldself;
traveltime = self.animstate_endtime - self.animstate_starttime;
phasepos = (nexttick - self.animstate_starttime) / traveltime; // range: [0, 1]
- if(!self.platmovetype)
- self.platmovetype = 2; // default
- switch(self.platmovetype)
- {
- case 1: // linear
- break;
- // phasepos = cubic_speedfunc(1, 1, phasepos); // identity
- case 2: // cosine
- /* old version, good for mathematical reference
- phasepos = 3.14159265 + (phasepos * 3.14159265); // range: [pi, 2pi]
- phasepos = cos(phasepos); // cos [pi, 2pi] is in [-1, 1]
- phasepos = phasepos + 1; // correct range to [0, 2]
- phasepos = phasepos / 2; // correct range to [0, 1]
- */
-
- // phasepos = (1 - cos(phasepos * 3.14159265)) / 2;
- phasepos = cubic_speedfunc(0, 0, phasepos);
- break;
- case 3: // inverted cosine
- // phasepos = acos(1 - phasepos * 2) / 3.14159265;
- phasepos = cubic_speedfunc(2, 2, phasepos);
- break;
- case 4: // half cosine
- // phasepos = (1 - cos(phasepos * (3.14159265 / 2)));
- phasepos = cubic_speedfunc(0, 1.5, phasepos);
- break;
- case 5: // inverted half cosine
- // phasepos = sin(phasepos * (3.14159265 / 2));
- phasepos = cubic_speedfunc(1.5, 0, phasepos);
- break;
- }
+ phasepos = cubic_speedfunc(self.platmovetype_start, self.platmovetype_end, phasepos);
nextpos = self.origin + (delta * phasepos) + (delta2 * phasepos * phasepos);
// derivative: delta + 2 * delta2 * phasepos (e.g. for angle positioning)
veloc = veloc * (1 / sys_frametime); // so it arrives for the next frame
}
self.owner.velocity = veloc;
- if(self.owner.bezier_turn)
+ if(self.owner.platmovetype_turn)
{
vector vel;
vel = delta + 2 * delta2 * phasepos;
controller.classname = "SUB_CalcMove_controller";
controller.owner = self;
controller.platmovetype = self.platmovetype;
+ controller.platmovetype_start = self.platmovetype_start;
+ controller.platmovetype_end = self.platmovetype_end;
SUB_CalcMove_controller_setbezier(controller, self.origin, tcontrol, tdest);
controller.finaldest = (tdest + '0 0 0.125'); // where do we want to end? Offset to overshoot a bit.
controller.animstate_starttime = time;
// of controlled animation, so let's just use linear movement.
// Alternatively entities can choose to specify non-controlled movement.
// The only currently implemented alternative movement is linear (value 1)
- if (traveltime < 0.15 || self.platmovetype < 2)
+ if (traveltime < 0.15 || (self.platmovetype_start == 1 && self.platmovetype_end == 1)) // is this correct?
{
self.velocity = delta * (1/traveltime); // QuakeC doesn't allow vector/float division
self.nextthink = self.ltime + traveltime;