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_postupdate(entity this);
11 void sys_phys_update(entity this, float dt)
13 if (!IS_CLIENT(this)) {
14 sys_phys_simulate_simple(this, dt);
17 sys_in_update(this, dt);
19 sys_phys_fix(this, dt);
20 if (sys_phys_override(this, dt))
23 sys_phys_monitor(this, dt);
25 PHYS_CS(this).movement_old = PHYS_CS(this).movement;
26 PHYS_CS(this).v_angle_old = this.v_angle;
27 PHYS_CS(this).buttons_old = PHYS_INPUT_BUTTON_MASK(this);
31 sys_phys_pregame_hold(this);
34 if (this.move_movetype == MOVETYPE_NONE) { return; }
35 // when we get here, disableclientprediction cannot be 2
36 if(this.move_movetype == MOVETYPE_FOLLOW) // not compatible with prediction
37 this.disableclientprediction = 1;
38 else if(this.move_qcphysics)
39 this.disableclientprediction = -1;
41 this.disableclientprediction = 0;
44 viewloc_PlayerPhysics(this);
46 PM_check_frozen(this);
48 PM_check_blocked(this);
50 float maxspeed_mod = 1;
52 // conveyors: first fix velocity
53 if (this.conveyor.active) { this.velocity -= this.conveyor.movedir; }
54 MUTATOR_CALLHOOK(PlayerPhysics, this, dt);
56 if (!IS_PLAYER(this)) {
57 sys_phys_spectator_control(this);
58 maxspeed_mod = STAT(SPECTATORSPEED, this);
60 sys_phys_fixspeed(this, maxspeed_mod);
64 vector midpoint = ((this.absmin + this.absmax) * 0.5);
65 int cont = pointcontents(midpoint);
66 if (cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME) {
67 this.velocity = this.velocity * 0.5;
70 // if(pointcontents(midpoint + '0 0 2') == CONTENT_WATER)
71 // { this.velocity_z = 70; }
73 sys_phys_postupdate(this);
79 if (IS_SVQC && !PHYS_FIXANGLE(this)) { this.angles = '0 1 0' * this.v_angle.y; }
80 if (IS_PLAYER(this)) {
81 if (IS_ONGROUND(this)) {
82 PM_check_hitground(this);
84 } else if (IsFlying(this)) {
85 this.wasFlying = true;
87 CheckPlayerJump(this);
90 if (this.flags & FL_WATERJUMP) {
91 this.velocity_x = this.movedir.x;
92 this.velocity_y = this.movedir.y;
93 if (time > this.teleport_time || this.waterlevel == WATERLEVEL_NONE) {
94 this.flags &= ~FL_WATERJUMP;
95 this.teleport_time = 0;
97 } else if (MUTATOR_CALLHOOK(PM_Physics, this, maxspeed_mod, dt)) {
99 } else if (this.move_movetype == MOVETYPE_NOCLIP
100 || this.move_movetype == MOVETYPE_FLY
101 || this.move_movetype == MOVETYPE_FLY_WORLDONLY
102 || MUTATOR_CALLHOOK(IsFlying, this)) {
103 this.com_phys_friction = PHYS_FRICTION(this);
104 this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
105 this.com_phys_acc_rate = PHYS_ACCELERATE(this) * maxspeed_mod;
106 this.com_phys_friction_air = true;
107 sys_phys_simulate(this, dt);
108 this.com_phys_friction_air = false;
109 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
110 this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
111 this.com_phys_acc_rate = PHYS_ACCELERATE(this) * maxspeed_mod;
112 this.com_phys_water = true;
113 sys_phys_simulate(this, dt);
114 this.com_phys_water = false;
115 this.jumppadcount = 0;
116 } else if (this.ladder_entity) {
117 this.com_phys_friction = PHYS_FRICTION(this);
118 this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
119 this.com_phys_acc_rate = PHYS_ACCELERATE(this) * maxspeed_mod;
120 this.com_phys_gravity = -PHYS_GRAVITY(this) * dt;
121 if (PHYS_ENTGRAVITY(this)) { this.com_phys_gravity *= PHYS_ENTGRAVITY(this); }
122 this.com_phys_ladder = true;
123 this.com_phys_friction_air = true;
124 sys_phys_simulate(this, dt);
125 this.com_phys_friction_air = false;
126 this.com_phys_ladder = false;
127 this.com_phys_gravity = 0;
128 } else if (ITEMS_STAT(this) & IT_USING_JETPACK) {
129 PM_jetpack(this, maxspeed_mod, dt);
130 } else if (IS_ONGROUND(this) && (!IS_ONSLICK(this) || !PHYS_SLICK_APPLYGRAVITY(this))) {
131 if (!WAS_ONGROUND(this)) {
132 emit(phys_land, this);
133 if (this.lastground < time - 0.3) {
134 this.velocity *= (1 - PHYS_FRICTION_ONLAND(this));
137 this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
138 this.com_phys_gravity = -PHYS_GRAVITY(this) * dt;
139 if (PHYS_ENTGRAVITY(this)) { this.com_phys_gravity *= PHYS_ENTGRAVITY(this); }
140 this.com_phys_ground = true;
141 this.com_phys_vel_2d = true;
142 sys_phys_simulate(this, dt);
143 this.com_phys_vel_2d = false;
144 this.com_phys_ground = false;
145 this.com_phys_gravity = 0;
147 this.com_phys_acc_rate_air = PHYS_AIRACCELERATE(this) * min(maxspeed_mod, 1);
148 this.com_phys_acc_rate_air_stop = PHYS_AIRSTOPACCELERATE(this) * maxspeed_mod;
149 this.com_phys_acc_rate_air_strafe = PHYS_AIRSTRAFEACCELERATE(this) * maxspeed_mod;
150 this.com_phys_vel_max_air_strafe = PHYS_MAXAIRSTRAFESPEED(this) * maxspeed_mod;
151 this.com_phys_vel_max_air = PHYS_MAXAIRSPEED(this) * maxspeed_mod;
152 this.com_phys_vel_max = PHYS_MAXAIRSPEED(this) * min(maxspeed_mod, 1);
153 this.com_phys_air = true;
154 this.com_phys_vel_2d = true;
155 sys_phys_simulate(this, dt);
156 this.com_phys_vel_2d = false;
157 this.com_phys_air = false;
160 sys_phys_postupdate(this);
163 void sys_phys_postupdate(entity this)
165 if (IS_ONGROUND(this)) { this.lastground = time; }
166 // conveyors: then break velocity again
167 if (this.conveyor.active) { this.velocity += this.conveyor.movedir; }
168 this.lastflags = this.flags;
170 this.lastclassname = this.classname;
174 void sys_phys_simulate(entity this, float dt)
176 if (!this.com_phys_ground && !this.com_phys_air) {
179 // on a spawnfunc_func_ladder
180 // swimming in spawnfunc_func_water
182 UNSET_ONGROUND(this);
184 if (this.com_phys_friction_air) {
185 const float grav = -this.com_phys_gravity;
186 this.velocity_z += grav / 2;
187 this.velocity = this.velocity * (1 - dt * this.com_phys_friction);
188 this.velocity_z += grav / 2;
192 if (this.com_phys_water) {
193 // water jump only in certain situations
194 // this mimics quakeworld code
195 if (this.com_in_jump && this.waterlevel == WATERLEVEL_SWIMMING && this.velocity_z >= -180 && !this.viewloc && !PHYS_FROZEN(this)) {
196 vector yawangles = '0 1 0' * this.v_angle.y;
197 vector forward, right, up;
198 MAKE_VECTORS(yawangles, forward, right, up);
199 vector spot = this.origin + 24 * forward;
201 traceline(spot, spot, MOVE_NOMONSTERS, this);
202 if (trace_startsolid) {
204 traceline(spot, spot, MOVE_NOMONSTERS, this);
205 if (!trace_startsolid) {
206 this.velocity = forward * 50;
207 this.velocity_z = 310;
208 UNSET_ONGROUND(this);
215 vector forward, right, up;
216 MAKE_VECTORS(vmul(this.v_angle, (this.com_phys_vel_2d ? '0 1 0' : '1 1 1')), forward, right, up);
217 // wishvel = forward * PHYS_CS(this).movement.x + right * PHYS_CS(this).movement.y + up * PHYS_CS(this).movement.z;
218 vector wishvel = forward * PHYS_CS(this).movement.x
219 + right * PHYS_CS(this).movement.y
220 + '0 0 1' * PHYS_CS(this).movement.z * (this.com_phys_vel_2d ? 0 : 1);
221 if (this.com_phys_water) {
222 if (PHYS_FROZEN(this))
224 if(this.waterlevel >= WATERLEVEL_SUBMERGED && this.velocity.z >= -70) // don't change the speed too abruptally
225 wishvel = '0 0 160'; // resurface
226 else if(this.waterlevel >= WATERLEVEL_SWIMMING && this.velocity.z > 0)
227 wishvel = eZ * 1.3 * min(this.velocity.z, 160); // resurface a bit more above the surface
231 if (PHYS_INPUT_BUTTON_CROUCH(this)) {
232 wishvel.z = -PHYS_MAXSPEED(this);
235 wishvel.z = -160; // drift anyway
236 } else if (wishvel == '0 0 0') {
237 wishvel = '0 0 -60'; // drift towards bottom
241 if (this.com_phys_ladder) {
243 wishvel.z = PHYS_CS(this).movement_old.x;
245 if (this.ladder_entity.classname == "func_water") {
246 float f = vlen(wishvel);
247 if (f > this.ladder_entity.speed) {
248 wishvel *= (this.ladder_entity.speed / f);
251 this.watertype = this.ladder_entity.skin;
252 f = this.ladder_entity.origin_z + this.ladder_entity.maxs_z;
253 if ((this.origin_z + this.view_ofs_z) < f) {
254 this.waterlevel = WATERLEVEL_SUBMERGED;
255 } else if ((this.origin_z + (this.mins_z + this.maxs_z) * 0.5) < f) {
256 this.waterlevel = WATERLEVEL_SWIMMING;
257 } else if ((this.origin_z + this.mins_z + 1) < f) {
258 this.waterlevel = WATERLEVEL_WETFEET;
260 this.waterlevel = WATERLEVEL_NONE;
261 this.watertype = CONTENT_EMPTY;
266 const vector wishdir = normalize(wishvel);
267 float wishspeed = min(vlen(wishvel), this.com_phys_vel_max);
269 if (this.com_phys_air) {
270 if (!(this.flags & FL_WATERJUMP)) {
271 // apply air speed limit
272 float airaccelqw = PHYS_AIRACCEL_QW(this);
273 float wishspeed0 = wishspeed;
274 const float maxairspd = this.com_phys_vel_max;
275 wishspeed = min(wishspeed, maxairspd);
276 if (IS_DUCKED(this)) {
279 float airaccel = this.com_phys_acc_rate_air;
281 float accelerating = (this.velocity * wishdir > 0);
282 float wishspeed2 = wishspeed;
285 if (PHYS_AIRSTOPACCELERATE(this)) {
286 vector curdir = normalize(vec2(this.velocity));
287 airaccel += (this.com_phys_acc_rate_air_stop - airaccel) * max(0, -(curdir * wishdir));
289 // note that for straight forward jumping:
290 // step = accel * dt * wishspeed0;
291 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
293 // dv/dt = accel * maxspeed (when slow)
294 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
295 // log dv/dt = logaccel + logmaxspeed (when slow)
296 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
297 float strafity = IsMoveInDirection(PHYS_CS(this).movement, -90) + IsMoveInDirection(PHYS_CS(this).movement, +90); // if one is nonzero, other is always zero
298 if (PHYS_MAXAIRSTRAFESPEED(this)) {
301 GeomLerp(this.com_phys_vel_max_air, strafity, this.com_phys_vel_max_air_strafe));
303 if (PHYS_AIRSTRAFEACCELERATE(this)) {
304 airaccel = GeomLerp(airaccel, strafity, this.com_phys_acc_rate_air_strafe);
306 if (PHYS_AIRSTRAFEACCEL_QW(this)) {
308 (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(this) : PHYS_AIRACCEL_QW(this)) >= 0) ? +1 : -1)
310 (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(this)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(this))));
314 if (PHYS_WARSOWBUNNY_TURNACCEL(this) && accelerating && PHYS_CS(this).movement.y == 0 && PHYS_CS(this).movement.x != 0) {
315 PM_AirAccelerate(this, dt, wishdir, wishspeed2);
317 float sidefric = maxairspd ? (PHYS_AIRACCEL_SIDEWAYS_FRICTION(this) / maxairspd) : 0;
318 PM_Accelerate(this, dt, wishdir, wishspeed, wishspeed0, airaccel, airaccelqw,
319 PHYS_AIRACCEL_QW_STRETCHFACTOR(this), sidefric, PHYS_AIRSPEEDLIMIT_NONQW(this));
322 if (PHYS_AIRCONTROL(this)) {
323 CPM_PM_Aircontrol(this, dt, wishdir, wishspeed2);
327 if (this.com_phys_ground && IS_DUCKED(this)) { wishspeed *= 0.5; }
328 if (this.com_phys_water) {
331 // if (!(this.flags & FL_WATERJUMP)) // TODO: use
334 float f = 1 - dt * PHYS_FRICTION(this);
335 f = min(max(0, f), 1);
338 f = wishspeed - this.velocity * wishdir;
340 float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, f);
341 this.velocity += accelspeed * wishdir;
344 // holding jump button swims upward slowly
345 if (this.com_in_jump && !this.viewloc && !PHYS_FROZEN(this)) {
350 // idea: double those
351 this.velocity_z = 200;
352 if (this.waterlevel >= WATERLEVEL_SUBMERGED) {
353 this.velocity_z = PHYS_MAXSPEED(this) * 0.7;
358 const float addspeed = wishspeed - this.velocity * wishdir;
360 const float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, addspeed);
361 this.velocity += accelspeed * wishdir;
364 // water acceleration
365 PM_Accelerate(this, dt, wishdir, wishspeed, wishspeed, this.com_phys_acc_rate, 1, 0, 0, 0);
369 if (this.com_phys_ground) {
370 // apply edge friction
371 const float f2 = vlen2(vec2(this.velocity));
373 // TODO: apply edge friction
374 // apply ground friction
375 const int realfriction = (IS_ONSLICK(this))
376 ? PHYS_FRICTION_SLICK(this)
377 : PHYS_FRICTION(this);
380 f = 1 - dt * realfriction
381 * ((f < PHYS_STOPSPEED(this)) ? (PHYS_STOPSPEED(this) / f) : 1);
385 Mathematical analysis time!
387 Our goal is to invert this mess.
389 For the two cases we get:
390 v = v0 * (1 - dt * (PHYS_STOPSPEED(this) / v0) * PHYS_FRICTION(this))
391 = v0 - dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
392 v0 = v + dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
394 v = v0 * (1 - dt * PHYS_FRICTION(this))
395 v0 = v / (1 - dt * PHYS_FRICTION(this))
397 These cases would be chosen ONLY if:
398 v0 < PHYS_STOPSPEED(this)
399 v + dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this) < PHYS_STOPSPEED(this)
400 v < PHYS_STOPSPEED(this) * (1 - dt * PHYS_FRICTION(this))
402 v0 >= PHYS_STOPSPEED(this)
403 v / (1 - dt * PHYS_FRICTION(this)) >= PHYS_STOPSPEED(this)
404 v >= PHYS_STOPSPEED(this) * (1 - dt * PHYS_FRICTION(this))
407 const float addspeed = wishspeed - this.velocity * wishdir;
409 const float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, addspeed);
410 this.velocity += accelspeed * wishdir;
415 if (!(this.flags & FL_WATERJUMP)) {
416 PM_Accelerate(this, dt, wishdir, wishspeed, wishspeed, this.com_phys_acc_rate, 1, 0, 0, 0);
421 .entity groundentity;
422 /** for other entities */
423 void sys_phys_simulate_simple(entity this, float dt)
425 vector mn = this.mins;
426 vector mx = this.maxs;
429 if (this.com_phys_gravity_factor && !g) g = '0 0 -1' * PHYS_GRAVITY(NULL);
431 vector vel = this.com_phys_vel;
432 vector pos = this.com_phys_pos;
438 this.angles += dt * this.avelocity;
440 for (int i = 0; i < MAX_CLIP_PLANES && movetime > 0; i++) {
441 vector push = vel * movetime;
443 vector p1 = p0 + push;
445 tracebox(p0, mn, mx, p1, MOVE_NORMAL, this);
446 if (!trace_startsolid) {
447 bool hit = trace_fraction < 1;
449 entity ent = trace_ent;
450 // SV_LinkEdict_TouchAreaGrid
451 if (this.solid != SOLID_NOT) {
452 FOREACH_ENTITY_RADIUS_ORDERED(0.5 * (this.absmin + this.absmax), 0.5 * vlen(this.absmax - this.absmin), true, {
453 if (it.solid != SOLID_TRIGGER || it == this) continue;
454 if (gettouch(it) && boxesoverlap(it.absmin, it.absmax, this.absmin, this.absmax)) {
455 // SV_LinkEdict_TouchAreaGrid_Call
456 trace_allsolid = false;
457 trace_startsolid = false;
459 trace_inwater = false;
461 trace_endpos = it.origin;
462 trace_plane_normal = '0 0 1';
463 trace_plane_dist = 0;
465 trace_dpstartcontents = 0;
466 trace_dphitcontents = 0;
467 trace_dphitq3surfaceflags = 0;
468 trace_dphittexturename = string_null;
469 gettouch(it)(this, it);
474 if (hit && this.solid >= SOLID_TRIGGER && (!IS_ONGROUND(this) || this.groundentity != ent)) {
475 // SV_Impact (ent, trace);
476 tracebox(p0, mn, mx, p1, MOVE_NORMAL, this);
477 void(entity, entity) touched = gettouch(this);
478 if (touched && this.solid != SOLID_NOT) {
481 void(entity, entity) touched2 = gettouch(ent);
482 if (this && ent && touched2 && ent.solid != SOLID_NOT) {
483 trace_endpos = ent.origin;
484 trace_plane_normal *= -1;
485 trace_plane_dist *= -1;
487 trace_dpstartcontents = 0;
488 trace_dphitcontents = 0;
489 trace_dphitq3surfaceflags = 0;
490 trace_dphittexturename = string_null;
496 if (wasfreed(this)) { return; }
497 tracebox(p0, mn, mx, p1, MOVE_NORMAL, this);
498 if (trace_fraction == 1) { break; }
499 movetime *= 1 - min(1, trace_fraction);
500 ClipVelocity(vel, trace_plane_normal, vel, 1);
503 this.com_phys_vel = vel;
504 this.com_phys_pos = pos;
505 setorigin(this, this.com_phys_pos);
508 void sys_phys_update_single(entity this)
510 sys_phys_simulate_simple(this, frametime);