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))
21 sys_phys_monitor(this, dt);
23 PHYS_CS(this).movement_old = PHYS_CS(this).movement;
24 PHYS_CS(this).v_angle_old = this.v_angle;
25 PHYS_CS(this).buttons_old = PHYS_INPUT_BUTTON_MASK(this);
29 sys_phys_pregame_hold(this);
32 if (this.move_movetype == MOVETYPE_NONE) { return; }
33 // when we get here, disableclientprediction cannot be 2
34 this.disableclientprediction = (this.move_qcphysics) ? -1 : 0;
37 viewloc_PlayerPhysics(this);
39 PM_check_frozen(this);
41 PM_check_blocked(this);
43 float maxspeed_mod = (!this.in_swamp) ? 1 : this.swamp_slowdown; // cvar("g_balance_swamp_moverate");
45 // conveyors: first fix velocity
46 if (this.conveyor.state) { this.velocity -= this.conveyor.movedir; }
47 MUTATOR_CALLHOOK(PlayerPhysics, this, dt);
49 if (!IS_PLAYER(this)) {
50 sys_phys_spectator_control(this);
51 maxspeed_mod = this.spectatorspeed;
53 sys_phys_fixspeed(this, maxspeed_mod);
57 vector midpoint = ((this.absmin + this.absmax) * 0.5);
58 int cont = pointcontents(midpoint);
59 if (cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME) {
60 this.velocity = this.velocity * 0.5;
63 // if(pointcontents(midpoint + '0 0 2') == CONTENT_WATER)
64 // { this.velocity_z = 70; }
71 if (IS_SVQC && !PHYS_FIXANGLE(this)) { this.angles = '0 1 0' * this.v_angle.y; }
72 if (IS_PLAYER(this)) {
73 if (IS_ONGROUND(this)) {
74 PM_check_hitground(this);
76 } else if (IsFlying(this)) {
77 this.wasFlying = true;
79 CheckPlayerJump(this);
82 if (this.flags & FL_WATERJUMP) {
83 this.velocity_x = this.movedir.x;
84 this.velocity_y = this.movedir.y;
85 if (this.waterlevel == WATERLEVEL_NONE
86 || time > PHYS_TELEPORT_TIME(this)
87 || PHYS_WATERJUMP_TIME(this) <= 0
89 this.flags &= ~FL_WATERJUMP;
90 PHYS_TELEPORT_TIME(this) = 0;
91 PHYS_WATERJUMP_TIME(this) = 0;
93 } else if (MUTATOR_CALLHOOK(PM_Physics, this, maxspeed_mod, dt)) {
95 } else if (this.move_movetype == MOVETYPE_NOCLIP
96 || this.move_movetype == MOVETYPE_FLY
97 || this.move_movetype == MOVETYPE_FLY_WORLDONLY
98 || MUTATOR_CALLHOOK(IsFlying, this)) {
99 this.com_phys_friction = PHYS_FRICTION(this);
100 this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
101 this.com_phys_acc_rate = PHYS_ACCELERATE(this) * maxspeed_mod;
102 this.com_phys_friction_air = true;
103 sys_phys_simulate(this, dt);
104 this.com_phys_friction_air = false;
105 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
106 this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
107 this.com_phys_acc_rate = PHYS_ACCELERATE(this) * maxspeed_mod;
108 this.com_phys_water = true;
109 sys_phys_simulate(this, dt);
110 this.com_phys_water = false;
111 } else if (time < this.ladder_time) {
112 this.com_phys_friction = PHYS_FRICTION(this);
113 this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
114 this.com_phys_acc_rate = PHYS_ACCELERATE(this) * maxspeed_mod;
115 this.com_phys_gravity = '0 0 -1' * PHYS_GRAVITY(this) * dt;
116 if (PHYS_ENTGRAVITY(this)) { this.com_phys_gravity *= PHYS_ENTGRAVITY(this); }
117 this.com_phys_ladder = true;
118 this.com_phys_friction_air = true;
119 sys_phys_simulate(this, dt);
120 this.com_phys_friction_air = false;
121 this.com_phys_ladder = false;
122 this.com_phys_gravity = '0 0 0';
123 } else if (ITEMS_STAT(this) & IT_USING_JETPACK) {
124 PM_jetpack(this, maxspeed_mod, dt);
125 } else if (IS_ONGROUND(this)) {
126 if (!WAS_ONGROUND(this)) {
127 emit(phys_land, this);
128 if (this.lastground < time - 0.3) {
129 this.velocity *= (1 - PHYS_FRICTION_ONLAND(this));
132 this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
133 this.com_phys_gravity = '0 0 -1' * PHYS_GRAVITY(this) * dt;
134 if (PHYS_ENTGRAVITY(this)) { this.com_phys_gravity *= PHYS_ENTGRAVITY(this); }
135 this.com_phys_ground = true;
136 this.com_phys_vel_2d = true;
137 sys_phys_simulate(this, dt);
138 this.com_phys_vel_2d = false;
139 this.com_phys_ground = false;
140 this.com_phys_gravity = '0 0 0';
142 this.com_phys_acc_rate_air = PHYS_AIRACCELERATE(this) * min(maxspeed_mod, 1);
143 this.com_phys_acc_rate_air_stop = PHYS_AIRSTOPACCELERATE(this) * maxspeed_mod;
144 this.com_phys_acc_rate_air_strafe = PHYS_AIRSTRAFEACCELERATE(this) * maxspeed_mod;
145 this.com_phys_vel_max_air_strafe = PHYS_MAXAIRSTRAFESPEED(this) * maxspeed_mod;
146 this.com_phys_vel_max_air = PHYS_MAXAIRSPEED(this) * maxspeed_mod;
147 this.com_phys_vel_max = PHYS_MAXAIRSPEED(this) * min(maxspeed_mod, 1);
148 this.com_phys_air = true;
149 this.com_phys_vel_2d = true;
150 sys_phys_simulate(this, dt);
151 this.com_phys_vel_2d = false;
152 this.com_phys_air = false;
156 if (IS_ONGROUND(this)) { this.lastground = time; }
157 // conveyors: then break velocity again
158 if (this.conveyor.state) { this.velocity += this.conveyor.movedir; }
159 this.lastflags = this.flags;
161 this.lastclassname = this.classname;
165 void sys_phys_simulate(entity this, float dt)
167 if (!this.com_phys_ground && !this.com_phys_air) {
170 // on a spawnfunc_func_ladder
171 // swimming in spawnfunc_func_water
173 UNSET_ONGROUND(this);
175 if (this.com_phys_friction_air) {
176 const vector g = -this.com_phys_gravity;
177 this.velocity_z += g.z / 2;
178 this.velocity = this.velocity * (1 - dt * this.com_phys_friction);
179 this.velocity_z += g.z / 2;
183 if (this.com_phys_water) {
184 // water jump only in certain situations
185 // this mimics quakeworld code
186 if (this.com_in_jump && this.waterlevel == WATERLEVEL_SWIMMING && this.velocity_z >= -180 && !this.viewloc) {
187 vector yawangles = '0 1 0' * this.v_angle.y;
188 makevectors(yawangles);
189 vector forward = v_forward;
190 vector spot = this.origin + 24 * forward;
192 traceline(spot, spot, MOVE_NOMONSTERS, this);
193 if (trace_startsolid) {
195 traceline(spot, spot, MOVE_NOMONSTERS, this);
196 if (!trace_startsolid) {
197 this.velocity = forward * 50;
198 this.velocity_z = 310;
199 UNSET_ONGROUND(this);
205 makevectors(vmul(this.v_angle, (this.com_phys_vel_2d ? '0 1 0' : '1 1 1')));
206 // wishvel = v_forward * PHYS_CS(this).movement.x + v_right * PHYS_CS(this).movement.y + v_up * PHYS_CS(this).movement.z;
207 vector wishvel = v_forward * PHYS_CS(this).movement.x
208 + v_right * PHYS_CS(this).movement.y
209 + '0 0 1' * PHYS_CS(this).movement.z * (this.com_phys_vel_2d ? 0 : 1);
210 if (this.com_phys_water) {
211 if (PHYS_INPUT_BUTTON_CROUCH(this)) {
212 wishvel.z = -PHYS_MAXSPEED(this);
215 wishvel.z = -160; // drift anyway
216 } else if (wishvel == '0 0 0') {
217 wishvel = '0 0 -60'; // drift towards bottom
220 if (this.com_phys_ladder) {
222 wishvel.z = PHYS_CS(this).movement_old.x;
224 if (this.ladder_entity.classname == "func_water") {
225 float f = vlen(wishvel);
226 if (f > this.ladder_entity.speed) {
227 wishvel *= (this.ladder_entity.speed / f);
230 this.watertype = this.ladder_entity.skin;
231 f = this.ladder_entity.origin_z + this.ladder_entity.maxs_z;
232 if ((this.origin_z + this.view_ofs_z) < f) {
233 this.waterlevel = WATERLEVEL_SUBMERGED;
234 } else if ((this.origin_z + (this.mins_z + this.maxs_z) * 0.5) < f) {
235 this.waterlevel = WATERLEVEL_SWIMMING;
236 } else if ((this.origin_z + this.mins_z + 1) < f) {
237 this.waterlevel = WATERLEVEL_WETFEET;
239 this.waterlevel = WATERLEVEL_NONE;
240 this.watertype = CONTENT_EMPTY;
245 const vector wishdir = normalize(wishvel);
246 float wishspeed = min(vlen(wishvel), this.com_phys_vel_max);
248 if (this.com_phys_air) {
249 if ((IS_SVQC && time >= PHYS_TELEPORT_TIME(this))
250 || (IS_CSQC && PHYS_WATERJUMP_TIME(this) <= 0)) {
251 // apply air speed limit
252 float airaccelqw = PHYS_AIRACCEL_QW(this);
253 float wishspeed0 = wishspeed;
254 const float maxairspd = this.com_phys_vel_max;
255 wishspeed = min(wishspeed, maxairspd);
256 if (IS_DUCKED(this)) {
259 float airaccel = this.com_phys_acc_rate_air;
261 float accelerating = (this.velocity * wishdir > 0);
262 float wishspeed2 = wishspeed;
265 if (PHYS_AIRSTOPACCELERATE(this)) {
266 vector curdir = normalize(vec2(this.velocity));
267 airaccel += (this.com_phys_acc_rate_air_stop - airaccel) * max(0, -(curdir * wishdir));
269 // note that for straight forward jumping:
270 // step = accel * dt * wishspeed0;
271 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
273 // dv/dt = accel * maxspeed (when slow)
274 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
275 // log dv/dt = logaccel + logmaxspeed (when slow)
276 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
277 float strafity = IsMoveInDirection(PHYS_CS(this).movement, -90) + IsMoveInDirection(PHYS_CS(this).movement, +90); // if one is nonzero, other is always zero
278 if (PHYS_MAXAIRSTRAFESPEED(this)) {
281 GeomLerp(this.com_phys_vel_max_air, strafity, this.com_phys_vel_max_air_strafe));
283 if (PHYS_AIRSTRAFEACCELERATE(this)) {
284 airaccel = GeomLerp(airaccel, strafity, this.com_phys_acc_rate_air_strafe);
286 if (PHYS_AIRSTRAFEACCEL_QW(this)) {
288 (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(this) : PHYS_AIRACCEL_QW(this)) >= 0) ? +1 : -1)
290 (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(this)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(this))));
294 if (PHYS_WARSOWBUNNY_TURNACCEL(this) && accelerating && PHYS_CS(this).movement.y == 0 && PHYS_CS(this).movement.x != 0) {
295 PM_AirAccelerate(this, dt, wishdir, wishspeed2);
297 float sidefric = maxairspd ? (PHYS_AIRACCEL_SIDEWAYS_FRICTION(this) / maxairspd) : 0;
298 PM_Accelerate(this, dt, wishdir, wishspeed, wishspeed0, airaccel, airaccelqw,
299 PHYS_AIRACCEL_QW_STRETCHFACTOR(this), sidefric, PHYS_AIRSPEEDLIMIT_NONQW(this));
302 if (PHYS_AIRCONTROL(this)) {
303 CPM_PM_Aircontrol(this, dt, wishdir, wishspeed2);
307 if (this.com_phys_ground && IS_DUCKED(this)) { wishspeed *= 0.5; }
308 if (this.com_phys_water) {
311 // if (PHYS_WATERJUMP_TIME(this) <= 0) // TODO: use
314 float f = 1 - dt * PHYS_FRICTION(this);
315 f = min(max(0, f), 1);
318 f = wishspeed - this.velocity * wishdir;
320 float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, f);
321 this.velocity += accelspeed * wishdir;
324 // holding jump button swims upward slowly
325 if (this.com_in_jump && !this.viewloc) {
330 // idea: double those
331 this.velocity_z = 200;
332 if (this.waterlevel >= WATERLEVEL_SUBMERGED) {
333 this.velocity_z = PHYS_MAXSPEED(this) * 0.7;
338 const float addspeed = wishspeed - this.velocity * wishdir;
340 const float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, addspeed);
341 this.velocity += accelspeed * wishdir;
344 // water acceleration
345 PM_Accelerate(this, dt, wishdir, wishspeed, wishspeed, this.com_phys_acc_rate, 1, 0, 0, 0);
349 if (this.com_phys_ground) {
350 // apply edge friction
351 const float f2 = vlen2(vec2(this.velocity));
353 trace_dphitq3surfaceflags = 0;
354 tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
355 // TODO: apply edge friction
356 // apply ground friction
357 const int realfriction = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
358 ? PHYS_FRICTION_SLICK(this)
359 : PHYS_FRICTION(this);
362 f = 1 - dt * realfriction
363 * ((f < PHYS_STOPSPEED(this)) ? (PHYS_STOPSPEED(this) / f) : 1);
367 Mathematical analysis time!
369 Our goal is to invert this mess.
371 For the two cases we get:
372 v = v0 * (1 - dt * (PHYS_STOPSPEED(this) / v0) * PHYS_FRICTION(this))
373 = v0 - dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
374 v0 = v + dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
376 v = v0 * (1 - dt * PHYS_FRICTION(this))
377 v0 = v / (1 - dt * PHYS_FRICTION(this))
379 These cases would be chosen ONLY if:
380 v0 < PHYS_STOPSPEED(this)
381 v + dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this) < PHYS_STOPSPEED(this)
382 v < PHYS_STOPSPEED(this) * (1 - dt * PHYS_FRICTION(this))
384 v0 >= PHYS_STOPSPEED(this)
385 v / (1 - dt * PHYS_FRICTION(this)) >= PHYS_STOPSPEED(this)
386 v >= PHYS_STOPSPEED(this) * (1 - dt * PHYS_FRICTION(this))
389 const float addspeed = wishspeed - this.velocity * wishdir;
391 const float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, addspeed);
392 this.velocity += accelspeed * wishdir;
397 if (IS_CSQC ? PHYS_WATERJUMP_TIME(this) <= 0 : time >= PHYS_TELEPORT_TIME(this)) {
398 PM_Accelerate(this, dt, wishdir, wishspeed, wishspeed, this.com_phys_acc_rate, 1, 0, 0, 0);
403 .entity groundentity;
404 /** for other entities */
405 void sys_phys_simulate_simple(entity this, float dt)
407 vector mn = this.mins;
408 vector mx = this.maxs;
411 if (this.com_phys_gravity_factor && !g) g = '0 0 -1' * PHYS_GRAVITY(NULL);
413 vector acc = this.com_phys_acc;
414 vector vel = this.com_phys_vel;
415 vector pos = this.com_phys_pos;
421 this.angles += dt * this.avelocity;
423 for (int i = 0; i < MAX_CLIP_PLANES && movetime > 0; i++) {
424 vector push = vel * movetime;
426 vector p1 = p0 + push;
428 tracebox(p0, mn, mx, p1, MOVE_NORMAL, this);
429 if (!trace_startsolid) {
430 bool hit = trace_fraction < 1;
432 entity ent = trace_ent;
433 // SV_LinkEdict_TouchAreaGrid
434 if (this.solid != SOLID_NOT) {
435 FOREACH_ENTITY_RADIUS_ORDERED(0.5 * (this.absmin + this.absmax), 0.5 * vlen(this.absmax - this.absmin), true, {
436 if (it.solid != SOLID_TRIGGER || it == this) continue;
437 if (gettouch(it) && boxesoverlap(it.absmin, it.absmax, this.absmin, this.absmax)) {
438 // SV_LinkEdict_TouchAreaGrid_Call
439 trace_allsolid = false;
440 trace_startsolid = false;
442 trace_inwater = false;
444 trace_endpos = it.origin;
445 trace_plane_normal = '0 0 1';
446 trace_plane_dist = 0;
448 trace_dpstartcontents = 0;
449 trace_dphitcontents = 0;
450 trace_dphitq3surfaceflags = 0;
451 trace_dphittexturename = string_null;
452 gettouch(it)(this, it);
457 if (hit && this.solid >= SOLID_TRIGGER && (!IS_ONGROUND(this) || this.groundentity != ent)) {
458 // SV_Impact (ent, trace);
459 tracebox(p0, mn, mx, p1, MOVE_NORMAL, this);
460 void(entity, entity) touched = gettouch(this);
461 if (touched && this.solid != SOLID_NOT) {
464 void(entity, entity) touched2 = gettouch(ent);
465 if (this && ent && touched2 && ent.solid != SOLID_NOT) {
466 trace_endpos = ent.origin;
467 trace_plane_normal *= -1;
468 trace_plane_dist *= -1;
470 trace_dpstartcontents = 0;
471 trace_dphitcontents = 0;
472 trace_dphitq3surfaceflags = 0;
473 trace_dphittexturename = string_null;
479 if (wasfreed(this)) { return; }
480 tracebox(p0, mn, mx, p1, MOVE_NORMAL, this);
481 if (trace_fraction == 1) { break; }
482 movetime *= 1 - min(1, trace_fraction);
483 ClipVelocity(vel, trace_plane_normal, vel, 1);
486 this.com_phys_acc = acc;
487 this.com_phys_vel = vel;
488 this.com_phys_pos = pos;
489 setorigin(this, this.com_phys_pos);
492 void sys_phys_update_single(entity this)
494 sys_phys_simulate_simple(this, frametime);