4 .int disableclientprediction;
6 void sys_phys_simulate(entity this, float dt);
7 void sys_phys_simulate_simple(entity this, float dt);
9 void sys_phys_update(entity this, float dt)
11 if (!IS_CLIENT(this)) {
12 sys_phys_simulate_simple(this, dt);
15 sys_in_update(this, dt);
17 sys_phys_fix(this, dt);
18 if (sys_phys_override(this, dt)) { return; } sys_phys_monitor(this, dt);
20 this.buttons_old = PHYS_INPUT_BUTTON_MASK(this);
21 this.movement_old = this.movement;
22 this.v_angle_old = this.v_angle;
26 sys_phys_pregame_hold(this);
29 if (this.move_movetype == MOVETYPE_NONE) { return; }
30 // when we get here, disableclientprediction cannot be 2
31 this.disableclientprediction = (this.move_qcphysics) ? -1 : 0;
34 viewloc_PlayerPhysics(this);
36 PM_check_frozen(this);
38 PM_check_blocked(this);
40 float maxspeed_mod = (!this.in_swamp) ? 1 : this.swamp_slowdown; // cvar("g_balance_swamp_moverate");
42 // conveyors: first fix velocity
43 if (this.conveyor.state) { this.velocity -= this.conveyor.movedir; }
44 MUTATOR_CALLHOOK(PlayerPhysics, this, dt);
46 if (!IS_PLAYER(this)) {
47 sys_phys_spectator_control(this);
48 maxspeed_mod = this.spectatorspeed;
50 sys_phys_fixspeed(this, maxspeed_mod);
54 vector midpoint = ((this.absmin + this.absmax) * 0.5);
55 if (pointcontents(midpoint) == CONTENT_WATER) {
56 this.velocity = this.velocity * 0.5;
59 // if(pointcontents(midpoint + '0 0 2') == CONTENT_WATER)
60 // { this.velocity_z = 70; }
67 if (IS_SVQC && !PHYS_FIXANGLE(this)) { this.angles = '0 1 0' * this.v_angle.y; }
68 if (IS_PLAYER(this)) {
69 if (IS_ONGROUND(this)) {
70 PM_check_hitground(this);
72 } else if (IsFlying(this)) {
73 this.wasFlying = true;
75 CheckPlayerJump(this);
78 if (this.flags & FL_WATERJUMP) {
79 this.velocity_x = this.movedir.x;
80 this.velocity_y = this.movedir.y;
81 if (this.waterlevel == WATERLEVEL_NONE
82 || time > PHYS_TELEPORT_TIME(this)
83 || PHYS_WATERJUMP_TIME(this) <= 0
85 this.flags &= ~FL_WATERJUMP;
86 PHYS_TELEPORT_TIME(this) = 0;
87 PHYS_WATERJUMP_TIME(this) = 0;
89 } else if (MUTATOR_CALLHOOK(PM_Physics, this, maxspeed_mod, dt)) {
91 } else if (this.move_movetype == MOVETYPE_NOCLIP
92 || this.move_movetype == MOVETYPE_FLY
93 || this.move_movetype == MOVETYPE_FLY_WORLDONLY
94 || MUTATOR_CALLHOOK(IsFlying, this)) {
95 this.com_phys_friction = PHYS_FRICTION(this);
96 this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
97 this.com_phys_acc_rate = PHYS_ACCELERATE(this) * maxspeed_mod;
98 this.com_phys_friction_air = true;
99 sys_phys_simulate(this, dt);
100 this.com_phys_friction_air = false;
101 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
102 this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
103 this.com_phys_acc_rate = PHYS_ACCELERATE(this) * maxspeed_mod;
104 this.com_phys_water = true;
105 sys_phys_simulate(this, dt);
106 this.com_phys_water = false;
107 } else if (time < this.ladder_time) {
108 this.com_phys_friction = PHYS_FRICTION(this);
109 this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
110 this.com_phys_acc_rate = PHYS_ACCELERATE(this) * maxspeed_mod;
111 this.com_phys_gravity = '0 0 -1' * PHYS_GRAVITY(this) * dt;
112 if (PHYS_ENTGRAVITY(this)) { this.com_phys_gravity *= PHYS_ENTGRAVITY(this); }
113 this.com_phys_ladder = true;
114 this.com_phys_friction_air = true;
115 sys_phys_simulate(this, dt);
116 this.com_phys_friction_air = false;
117 this.com_phys_ladder = false;
118 this.com_phys_gravity = '0 0 0';
119 } else if (ITEMS_STAT(this) & IT_USING_JETPACK) {
120 PM_jetpack(this, maxspeed_mod, dt);
121 } else if (IS_ONGROUND(this)) {
122 if (!WAS_ONGROUND(this)) {
123 emit(phys_land, this);
124 if (this.lastground < time - 0.3) {
125 this.velocity *= (1 - PHYS_FRICTION_ONLAND(this));
128 this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
129 this.com_phys_gravity = '0 0 -1' * PHYS_GRAVITY(this) * dt;
130 if (PHYS_ENTGRAVITY(this)) { this.com_phys_gravity *= PHYS_ENTGRAVITY(this); }
131 this.com_phys_ground = true;
132 this.com_phys_vel_2d = true;
133 sys_phys_simulate(this, dt);
134 this.com_phys_vel_2d = false;
135 this.com_phys_ground = false;
136 this.com_phys_gravity = '0 0 0';
138 this.com_phys_acc_rate_air = PHYS_AIRACCELERATE(this) * min(maxspeed_mod, 1);
139 this.com_phys_acc_rate_air_stop = PHYS_AIRSTOPACCELERATE(this) * maxspeed_mod;
140 this.com_phys_acc_rate_air_strafe = PHYS_AIRSTRAFEACCELERATE(this) * maxspeed_mod;
141 this.com_phys_vel_max_air_strafe = PHYS_MAXAIRSTRAFESPEED(this) * maxspeed_mod;
142 this.com_phys_vel_max_air = PHYS_MAXAIRSPEED(this) * maxspeed_mod;
143 this.com_phys_vel_max = PHYS_MAXAIRSPEED(this) * min(maxspeed_mod, 1);
144 this.com_phys_air = true;
145 this.com_phys_vel_2d = true;
146 sys_phys_simulate(this, dt);
147 this.com_phys_vel_2d = false;
148 this.com_phys_air = false;
152 if (IS_ONGROUND(this)) { this.lastground = time; }
153 // conveyors: then break velocity again
154 if (this.conveyor.state) { this.velocity += this.conveyor.movedir; }
155 this.lastflags = this.flags;
157 this.lastclassname = this.classname;
161 void sys_phys_simulate(entity this, float dt)
163 if (!this.com_phys_ground && !this.com_phys_air) {
166 // on a spawnfunc_func_ladder
167 // swimming in spawnfunc_func_water
169 UNSET_ONGROUND(this);
171 if (this.com_phys_friction_air) {
172 const vector g = -this.com_phys_gravity;
173 this.velocity_z += g.z / 2;
174 this.velocity = this.velocity * (1 - dt * this.com_phys_friction);
175 this.velocity_z += g.z / 2;
179 if (this.com_phys_water) {
180 // water jump only in certain situations
181 // this mimics quakeworld code
182 if (this.com_in_jump && this.waterlevel == WATERLEVEL_SWIMMING && this.velocity_z >= -180 && !this.viewloc) {
183 vector yawangles = '0 1 0' * this.v_angle.y;
184 makevectors(yawangles);
185 vector forward = v_forward;
186 vector spot = this.origin + 24 * forward;
188 traceline(spot, spot, MOVE_NOMONSTERS, this);
189 if (trace_startsolid) {
191 traceline(spot, spot, MOVE_NOMONSTERS, this);
192 if (!trace_startsolid) {
193 this.velocity = forward * 50;
194 this.velocity_z = 310;
195 UNSET_ONGROUND(this);
201 makevectors(vmul(this.v_angle, (this.com_phys_vel_2d ? '0 1 0' : '1 1 1')));
202 // wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
203 vector wishvel = v_forward * this.movement.x
204 + v_right * this.movement.y
205 + '0 0 1' * this.movement.z * (this.com_phys_vel_2d ? 0 : 1);
206 if (this.com_phys_water) {
207 if (PHYS_INPUT_BUTTON_CROUCH(this)) {
208 wishvel.z = -PHYS_MAXSPEED(this);
211 wishvel.z = -160; // drift anyway
212 } else if (wishvel == '0 0 0') {
213 wishvel = '0 0 -60'; // drift towards bottom
216 if (this.com_phys_ladder) {
218 wishvel.z = this.movement_old.x;
220 if (this.ladder_entity.classname == "func_water") {
221 float f = vlen(wishvel);
222 if (f > this.ladder_entity.speed) {
223 wishvel *= (this.ladder_entity.speed / f);
226 this.watertype = this.ladder_entity.skin;
227 f = this.ladder_entity.origin_z + this.ladder_entity.maxs_z;
228 if ((this.origin_z + this.view_ofs_z) < f) {
229 this.waterlevel = WATERLEVEL_SUBMERGED;
230 } else if ((this.origin_z + (this.mins_z + this.maxs_z) * 0.5) < f) {
231 this.waterlevel = WATERLEVEL_SWIMMING;
232 } else if ((this.origin_z + this.mins_z + 1) < f) {
233 this.waterlevel = WATERLEVEL_WETFEET;
235 this.waterlevel = WATERLEVEL_NONE;
236 this.watertype = CONTENT_EMPTY;
241 const vector wishdir = normalize(wishvel);
242 float wishspeed = min(vlen(wishvel), this.com_phys_vel_max);
244 if (this.com_phys_air) {
245 if ((IS_SVQC && time >= PHYS_TELEPORT_TIME(this))
246 || (IS_CSQC && PHYS_WATERJUMP_TIME(this) <= 0)) {
247 // apply air speed limit
248 float airaccelqw = PHYS_AIRACCEL_QW(this);
249 float wishspeed0 = wishspeed;
250 const float maxairspd = this.com_phys_vel_max;
251 wishspeed = min(wishspeed, maxairspd);
252 if (IS_DUCKED(this)) {
255 float airaccel = this.com_phys_acc_rate_air;
257 float accelerating = (this.velocity * wishdir > 0);
258 float wishspeed2 = wishspeed;
261 if (PHYS_AIRSTOPACCELERATE(this)) {
262 vector curdir = normalize(vec2(this.velocity));
263 airaccel += (this.com_phys_acc_rate_air_stop - airaccel) * max(0, -(curdir * wishdir));
265 // note that for straight forward jumping:
266 // step = accel * dt * wishspeed0;
267 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
269 // dv/dt = accel * maxspeed (when slow)
270 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
271 // log dv/dt = logaccel + logmaxspeed (when slow)
272 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
273 float strafity = IsMoveInDirection(this.movement, -90) + IsMoveInDirection(this.movement, +90); // if one is nonzero, other is always zero
274 if (PHYS_MAXAIRSTRAFESPEED(this)) {
277 GeomLerp(this.com_phys_vel_max_air, strafity, this.com_phys_vel_max_air_strafe));
279 if (PHYS_AIRSTRAFEACCELERATE(this)) {
280 airaccel = GeomLerp(airaccel, strafity, this.com_phys_acc_rate_air_strafe);
282 if (PHYS_AIRSTRAFEACCEL_QW(this)) {
284 (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(this) : PHYS_AIRACCEL_QW(this)) >= 0) ? +1 : -1)
286 (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(this)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(this))));
290 if (PHYS_WARSOWBUNNY_TURNACCEL(this) && accelerating && this.movement.y == 0 && this.movement.x != 0) {
291 PM_AirAccelerate(this, dt, wishdir, wishspeed2);
293 float sidefric = maxairspd ? (PHYS_AIRACCEL_SIDEWAYS_FRICTION(this) / maxairspd) : 0;
294 PM_Accelerate(this, dt, wishdir, wishspeed, wishspeed0, airaccel, airaccelqw,
295 PHYS_AIRACCEL_QW_STRETCHFACTOR(this), sidefric, PHYS_AIRSPEEDLIMIT_NONQW(this));
298 if (PHYS_AIRCONTROL(this)) {
299 CPM_PM_Aircontrol(this, dt, wishdir, wishspeed2);
303 if (this.com_phys_ground && IS_DUCKED(this)) { wishspeed *= 0.5; }
304 if (this.com_phys_water) {
307 // if (PHYS_WATERJUMP_TIME(this) <= 0) // TODO: use
310 float f = 1 - dt * PHYS_FRICTION(this);
311 f = min(max(0, f), 1);
314 f = wishspeed - this.velocity * wishdir;
316 float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, f);
317 this.velocity += accelspeed * wishdir;
320 // holding jump button swims upward slowly
321 if (this.com_in_jump && !this.viewloc) {
326 // idea: double those
327 this.velocity_z = 200;
328 if (this.waterlevel >= WATERLEVEL_SUBMERGED) {
329 this.velocity_z = PHYS_MAXSPEED(this) * 0.7;
334 const float addspeed = wishspeed - this.velocity * wishdir;
336 const float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, addspeed);
337 this.velocity += accelspeed * wishdir;
340 // water acceleration
341 PM_Accelerate(this, dt, wishdir, wishspeed, wishspeed, this.com_phys_acc_rate, 1, 0, 0, 0);
345 if (this.com_phys_ground) {
346 // apply edge friction
347 const float f2 = vlen2(vec2(this.velocity));
349 trace_dphitq3surfaceflags = 0;
350 tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
351 // TODO: apply edge friction
352 // apply ground friction
353 const int realfriction = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
354 ? PHYS_FRICTION_SLICK(this)
355 : PHYS_FRICTION(this);
358 f = 1 - dt * realfriction
359 * ((f < PHYS_STOPSPEED(this)) ? (PHYS_STOPSPEED(this) / f) : 1);
363 Mathematical analysis time!
365 Our goal is to invert this mess.
367 For the two cases we get:
368 v = v0 * (1 - dt * (PHYS_STOPSPEED(this) / v0) * PHYS_FRICTION(this))
369 = v0 - dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
370 v0 = v + dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
372 v = v0 * (1 - dt * PHYS_FRICTION(this))
373 v0 = v / (1 - dt * PHYS_FRICTION(this))
375 These cases would be chosen ONLY if:
376 v0 < PHYS_STOPSPEED(this)
377 v + dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this) < PHYS_STOPSPEED(this)
378 v < PHYS_STOPSPEED(this) * (1 - dt * PHYS_FRICTION(this))
380 v0 >= PHYS_STOPSPEED(this)
381 v / (1 - dt * PHYS_FRICTION(this)) >= PHYS_STOPSPEED(this)
382 v >= PHYS_STOPSPEED(this) * (1 - dt * PHYS_FRICTION(this))
385 const float addspeed = wishspeed - this.velocity * wishdir;
387 const float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, addspeed);
388 this.velocity += accelspeed * wishdir;
393 if (IS_CSQC ? PHYS_WATERJUMP_TIME(this) <= 0 : time >= PHYS_TELEPORT_TIME(this)) {
394 PM_Accelerate(this, dt, wishdir, wishspeed, wishspeed, this.com_phys_acc_rate, 1, 0, 0, 0);
399 .entity groundentity;
400 /** for other entities */
401 void sys_phys_simulate_simple(entity this, float dt)
403 vector mn = this.mins;
404 vector mx = this.maxs;
407 if (this.com_phys_gravity_factor && !g) g = '0 0 -1' * PHYS_GRAVITY(NULL);
409 vector acc = this.com_phys_acc;
410 vector vel = this.com_phys_vel;
411 vector pos = this.com_phys_pos;
417 this.angles += dt * this.avelocity;
419 for (int i = 0; i < MAX_CLIP_PLANES && movetime > 0; i++) {
420 vector push = vel * movetime;
422 vector p1 = p0 + push;
424 tracebox(p0, mn, mx, p1, MOVE_NORMAL, this);
425 if (!trace_startsolid) {
426 bool hit = trace_fraction < 1;
428 entity ent = trace_ent;
429 // SV_LinkEdict_TouchAreaGrid
430 if (this.solid != SOLID_NOT) {
431 FOREACH_ENTITY_RADIUS_ORDERED(0.5 * (this.absmin + this.absmax), 0.5 * vlen(this.absmax - this.absmin), true, {
432 if (it.solid != SOLID_TRIGGER || it == this) continue;
433 if (gettouch(it) && boxesoverlap(it.absmin, it.absmax, this.absmin, this.absmax)) {
434 // SV_LinkEdict_TouchAreaGrid_Call
435 trace_allsolid = false;
436 trace_startsolid = false;
438 trace_inwater = false;
440 trace_endpos = it.origin;
441 trace_plane_normal = '0 0 1';
442 trace_plane_dist = 0;
444 trace_dpstartcontents = 0;
445 trace_dphitcontents = 0;
446 trace_dphitq3surfaceflags = 0;
447 trace_dphittexturename = string_null;
448 gettouch(it)(this, it);
453 if (hit && this.solid >= SOLID_TRIGGER && (!IS_ONGROUND(this) || this.groundentity != ent)) {
454 // SV_Impact (ent, trace);
455 tracebox(p0, mn, mx, p1, MOVE_NORMAL, this);
456 void(entity, entity) touched = gettouch(this);
457 if (touched && this.solid != SOLID_NOT) {
460 void(entity, entity) touched2 = gettouch(ent);
461 if (this && ent && touched2 && ent.solid != SOLID_NOT) {
462 trace_endpos = ent.origin;
463 trace_plane_normal *= -1;
464 trace_plane_dist *= -1;
466 trace_dpstartcontents = 0;
467 trace_dphitcontents = 0;
468 trace_dphitq3surfaceflags = 0;
469 trace_dphittexturename = string_null;
475 if (wasfreed(this)) { return; }
476 tracebox(p0, mn, mx, p1, MOVE_NORMAL, this);
477 if (trace_fraction == 1) { break; }
478 movetime *= 1 - min(1, trace_fraction);
479 ClipVelocity(vel, trace_plane_normal, vel, 1);
482 this.com_phys_acc = acc;
483 this.com_phys_vel = vel;
484 this.com_phys_pos = pos;
485 setorigin(this, this.com_phys_pos);
488 void sys_phys_update_single(entity this)
490 sys_phys_simulate_simple(this, frametime);