From: Mircea Kitsune Date: Fri, 25 May 2012 20:28:36 +0000 (+0300) Subject: Set .avelocity instead of .angles for bezier curves rotation. For one this might... X-Git-Tag: xonotic-v0.8.0~295^2~4 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=0c411f3469587d209aeabee2d10eddb1b19933a1;p=xonotic%2Fxonotic-data.pk3dir.git Set .avelocity instead of .angles for bezier curves rotation. For one this might be smoother, but the reason is to fix players falling off trains and becoming stuck entities as they rotate (which happens when changing angles / origin directly on push entities). This does not work right yet, but brings the train almost near its correct anagular destination --- diff --git a/qcsrc/server/g_subs.qc b/qcsrc/server/g_subs.qc index 82f2695a8..d2baf6b59 100644 --- a/qcsrc/server/g_subs.qc +++ b/qcsrc/server/g_subs.qc @@ -180,6 +180,7 @@ void SUB_CalcMove_controller_think (void) vector delta; vector delta2; vector veloc; + vector adelta; vector nextpos; delta = self.destvec; delta2 = self.destvec2; @@ -192,6 +193,19 @@ void SUB_CalcMove_controller_think (void) nextpos = self.origin + (delta * phasepos) + (delta2 * phasepos * phasepos); // derivative: delta + 2 * delta2 * phasepos (e.g. for angle positioning) + if(self.owner.platmovetype_turn) + { + vector destangle; + destangle = delta + 2 * delta2 * phasepos; + destangle = vectoangles(destangle); + destangle_x = -destangle_x; + + // take the shortest distance for the angles + self.owner.angles_x -= 360 * floor((self.owner.angles_x - destangle_x) / 360 + 0.5); + self.owner.angles_y -= 360 * floor((self.owner.angles_y - destangle_y) / 360 + 0.5); + self.owner.angles_z -= 360 * floor((self.owner.angles_z - destangle_z) / 360 + 0.5); + adelta = destangle - self.owner.angles; // flip up / down orientation + } if(nexttick < self.animstate_endtime) { veloc = nextpos - self.owner.origin; veloc = veloc * (1 / sys_frametime); // so it arrives for the next frame @@ -200,14 +214,7 @@ void SUB_CalcMove_controller_think (void) veloc = veloc * (1 / sys_frametime); // so it arrives for the next frame } self.owner.velocity = veloc; - if(self.owner.platmovetype_turn) - { - vector ang; - ang = delta + 2 * delta2 * phasepos; - ang = vectoangles(ang); - ang_x = -ang_x; // flip up / down orientation - self.owner.angles = ang; - } + self.owner.avelocity = adelta; self.nextthink = nexttick; } else { // derivative: delta + 2 * delta2 (e.g. for angle positioning)