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 = STAT(SPECTATORSPEED, this);
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 this.jumppadcount = 0;
112 } else if (time < this.ladder_time) {
113 this.com_phys_friction = PHYS_FRICTION(this);
114 this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
115 this.com_phys_acc_rate = PHYS_ACCELERATE(this) * maxspeed_mod;
116 this.com_phys_gravity = '0 0 -1' * PHYS_GRAVITY(this) * dt;
117 if (PHYS_ENTGRAVITY(this)) { this.com_phys_gravity *= PHYS_ENTGRAVITY(this); }
118 this.com_phys_ladder = true;
119 this.com_phys_friction_air = true;
120 sys_phys_simulate(this, dt);
121 this.com_phys_friction_air = false;
122 this.com_phys_ladder = false;
123 this.com_phys_gravity = '0 0 0';
124 } else if (ITEMS_STAT(this) & IT_USING_JETPACK) {
125 PM_jetpack(this, maxspeed_mod, dt);
126 } else if (IS_ONGROUND(this)) {
127 if (!WAS_ONGROUND(this)) {
128 emit(phys_land, this);
129 if (this.lastground < time - 0.3) {
130 this.velocity *= (1 - PHYS_FRICTION_ONLAND(this));
133 this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
134 this.com_phys_gravity = '0 0 -1' * PHYS_GRAVITY(this) * dt;
135 if (PHYS_ENTGRAVITY(this)) { this.com_phys_gravity *= PHYS_ENTGRAVITY(this); }
136 this.com_phys_ground = true;
137 this.com_phys_vel_2d = true;
138 sys_phys_simulate(this, dt);
139 this.com_phys_vel_2d = false;
140 this.com_phys_ground = false;
141 this.com_phys_gravity = '0 0 0';
143 this.com_phys_acc_rate_air = PHYS_AIRACCELERATE(this) * min(maxspeed_mod, 1);
144 this.com_phys_acc_rate_air_stop = PHYS_AIRSTOPACCELERATE(this) * maxspeed_mod;
145 this.com_phys_acc_rate_air_strafe = PHYS_AIRSTRAFEACCELERATE(this) * maxspeed_mod;
146 this.com_phys_vel_max_air_strafe = PHYS_MAXAIRSTRAFESPEED(this) * maxspeed_mod;
147 this.com_phys_vel_max_air = PHYS_MAXAIRSPEED(this) * maxspeed_mod;
148 this.com_phys_vel_max = PHYS_MAXAIRSPEED(this) * min(maxspeed_mod, 1);
149 this.com_phys_air = true;
150 this.com_phys_vel_2d = true;
151 sys_phys_simulate(this, dt);
152 this.com_phys_vel_2d = false;
153 this.com_phys_air = false;
157 if (IS_ONGROUND(this)) { this.lastground = time; }
158 // conveyors: then break velocity again
159 if (this.conveyor.state) { this.velocity += this.conveyor.movedir; }
160 this.lastflags = this.flags;
162 this.lastclassname = this.classname;
166 void sys_phys_simulate(entity this, float dt)
168 if (!this.com_phys_ground && !this.com_phys_air) {
171 // on a spawnfunc_func_ladder
172 // swimming in spawnfunc_func_water
174 UNSET_ONGROUND(this);
176 if (this.com_phys_friction_air) {
177 const vector g = -this.com_phys_gravity;
178 this.velocity_z += g.z / 2;
179 this.velocity = this.velocity * (1 - dt * this.com_phys_friction);
180 this.velocity_z += g.z / 2;
184 if (this.com_phys_water) {
185 // water jump only in certain situations
186 // this mimics quakeworld code
187 if (this.com_in_jump && this.waterlevel == WATERLEVEL_SWIMMING && this.velocity_z >= -180 && !this.viewloc) {
188 vector yawangles = '0 1 0' * this.v_angle.y;
189 makevectors(yawangles);
190 vector forward = v_forward;
191 vector spot = this.origin + 24 * forward;
193 traceline(spot, spot, MOVE_NOMONSTERS, this);
194 if (trace_startsolid) {
196 traceline(spot, spot, MOVE_NOMONSTERS, this);
197 if (!trace_startsolid) {
198 this.velocity = forward * 50;
199 this.velocity_z = 310;
200 UNSET_ONGROUND(this);
206 makevectors(vmul(this.v_angle, (this.com_phys_vel_2d ? '0 1 0' : '1 1 1')));
207 // wishvel = v_forward * PHYS_CS(this).movement.x + v_right * PHYS_CS(this).movement.y + v_up * PHYS_CS(this).movement.z;
208 vector wishvel = v_forward * PHYS_CS(this).movement.x
209 + v_right * PHYS_CS(this).movement.y
210 + '0 0 1' * PHYS_CS(this).movement.z * (this.com_phys_vel_2d ? 0 : 1);
211 if (this.com_phys_water) {
212 if (PHYS_INPUT_BUTTON_CROUCH(this)) {
213 wishvel.z = -PHYS_MAXSPEED(this);
216 wishvel.z = -160; // drift anyway
217 } else if (wishvel == '0 0 0') {
218 wishvel = '0 0 -60'; // drift towards bottom
221 if (this.com_phys_ladder) {
223 wishvel.z = PHYS_CS(this).movement_old.x;
225 if (this.ladder_entity.classname == "func_water") {
226 float f = vlen(wishvel);
227 if (f > this.ladder_entity.speed) {
228 wishvel *= (this.ladder_entity.speed / f);
231 this.watertype = this.ladder_entity.skin;
232 f = this.ladder_entity.origin_z + this.ladder_entity.maxs_z;
233 if ((this.origin_z + this.view_ofs_z) < f) {
234 this.waterlevel = WATERLEVEL_SUBMERGED;
235 } else if ((this.origin_z + (this.mins_z + this.maxs_z) * 0.5) < f) {
236 this.waterlevel = WATERLEVEL_SWIMMING;
237 } else if ((this.origin_z + this.mins_z + 1) < f) {
238 this.waterlevel = WATERLEVEL_WETFEET;
240 this.waterlevel = WATERLEVEL_NONE;
241 this.watertype = CONTENT_EMPTY;
246 const vector wishdir = normalize(wishvel);
247 float wishspeed = min(vlen(wishvel), this.com_phys_vel_max);
249 if (this.com_phys_air) {
250 if ((IS_SVQC && time >= PHYS_TELEPORT_TIME(this))
251 || (IS_CSQC && PHYS_WATERJUMP_TIME(this) <= 0)) {
252 // apply air speed limit
253 float airaccelqw = PHYS_AIRACCEL_QW(this);
254 float wishspeed0 = wishspeed;
255 const float maxairspd = this.com_phys_vel_max;
256 wishspeed = min(wishspeed, maxairspd);
257 if (IS_DUCKED(this)) {
260 float airaccel = this.com_phys_acc_rate_air;
262 float accelerating = (this.velocity * wishdir > 0);
263 float wishspeed2 = wishspeed;
266 if (PHYS_AIRSTOPACCELERATE(this)) {
267 vector curdir = normalize(vec2(this.velocity));
268 airaccel += (this.com_phys_acc_rate_air_stop - airaccel) * max(0, -(curdir * wishdir));
270 // note that for straight forward jumping:
271 // step = accel * dt * wishspeed0;
272 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
274 // dv/dt = accel * maxspeed (when slow)
275 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
276 // log dv/dt = logaccel + logmaxspeed (when slow)
277 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
278 float strafity = IsMoveInDirection(PHYS_CS(this).movement, -90) + IsMoveInDirection(PHYS_CS(this).movement, +90); // if one is nonzero, other is always zero
279 if (PHYS_MAXAIRSTRAFESPEED(this)) {
282 GeomLerp(this.com_phys_vel_max_air, strafity, this.com_phys_vel_max_air_strafe));
284 if (PHYS_AIRSTRAFEACCELERATE(this)) {
285 airaccel = GeomLerp(airaccel, strafity, this.com_phys_acc_rate_air_strafe);
287 if (PHYS_AIRSTRAFEACCEL_QW(this)) {
289 (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(this) : PHYS_AIRACCEL_QW(this)) >= 0) ? +1 : -1)
291 (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(this)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(this))));
295 if (PHYS_WARSOWBUNNY_TURNACCEL(this) && accelerating && PHYS_CS(this).movement.y == 0 && PHYS_CS(this).movement.x != 0) {
296 PM_AirAccelerate(this, dt, wishdir, wishspeed2);
298 float sidefric = maxairspd ? (PHYS_AIRACCEL_SIDEWAYS_FRICTION(this) / maxairspd) : 0;
299 PM_Accelerate(this, dt, wishdir, wishspeed, wishspeed0, airaccel, airaccelqw,
300 PHYS_AIRACCEL_QW_STRETCHFACTOR(this), sidefric, PHYS_AIRSPEEDLIMIT_NONQW(this));
303 if (PHYS_AIRCONTROL(this)) {
304 CPM_PM_Aircontrol(this, dt, wishdir, wishspeed2);
308 if (this.com_phys_ground && IS_DUCKED(this)) { wishspeed *= 0.5; }
309 if (this.com_phys_water) {
312 // if (PHYS_WATERJUMP_TIME(this) <= 0) // TODO: use
315 float f = 1 - dt * PHYS_FRICTION(this);
316 f = min(max(0, f), 1);
319 f = wishspeed - this.velocity * wishdir;
321 float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, f);
322 this.velocity += accelspeed * wishdir;
325 // holding jump button swims upward slowly
326 if (this.com_in_jump && !this.viewloc) {
331 // idea: double those
332 this.velocity_z = 200;
333 if (this.waterlevel >= WATERLEVEL_SUBMERGED) {
334 this.velocity_z = PHYS_MAXSPEED(this) * 0.7;
339 const float addspeed = wishspeed - this.velocity * wishdir;
341 const float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, addspeed);
342 this.velocity += accelspeed * wishdir;
345 // water acceleration
346 PM_Accelerate(this, dt, wishdir, wishspeed, wishspeed, this.com_phys_acc_rate, 1, 0, 0, 0);
350 if (this.com_phys_ground) {
351 // apply edge friction
352 const float f2 = vlen2(vec2(this.velocity));
354 trace_dphitq3surfaceflags = 0;
355 tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
356 // TODO: apply edge friction
357 // apply ground friction
358 const int realfriction = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
359 ? PHYS_FRICTION_SLICK(this)
360 : PHYS_FRICTION(this);
363 f = 1 - dt * realfriction
364 * ((f < PHYS_STOPSPEED(this)) ? (PHYS_STOPSPEED(this) / f) : 1);
368 Mathematical analysis time!
370 Our goal is to invert this mess.
372 For the two cases we get:
373 v = v0 * (1 - dt * (PHYS_STOPSPEED(this) / v0) * PHYS_FRICTION(this))
374 = v0 - dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
375 v0 = v + dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
377 v = v0 * (1 - dt * PHYS_FRICTION(this))
378 v0 = v / (1 - dt * PHYS_FRICTION(this))
380 These cases would be chosen ONLY if:
381 v0 < PHYS_STOPSPEED(this)
382 v + dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this) < PHYS_STOPSPEED(this)
383 v < PHYS_STOPSPEED(this) * (1 - dt * PHYS_FRICTION(this))
385 v0 >= PHYS_STOPSPEED(this)
386 v / (1 - dt * PHYS_FRICTION(this)) >= PHYS_STOPSPEED(this)
387 v >= PHYS_STOPSPEED(this) * (1 - dt * PHYS_FRICTION(this))
390 const float addspeed = wishspeed - this.velocity * wishdir;
392 const float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, addspeed);
393 this.velocity += accelspeed * wishdir;
398 if (IS_CSQC ? PHYS_WATERJUMP_TIME(this) <= 0 : time >= PHYS_TELEPORT_TIME(this)) {
399 PM_Accelerate(this, dt, wishdir, wishspeed, wishspeed, this.com_phys_acc_rate, 1, 0, 0, 0);
404 .entity groundentity;
405 /** for other entities */
406 void sys_phys_simulate_simple(entity this, float dt)
408 vector mn = this.mins;
409 vector mx = this.maxs;
412 if (this.com_phys_gravity_factor && !g) g = '0 0 -1' * PHYS_GRAVITY(NULL);
414 vector acc = this.com_phys_acc;
415 vector vel = this.com_phys_vel;
416 vector pos = this.com_phys_pos;
422 this.angles += dt * this.avelocity;
424 for (int i = 0; i < MAX_CLIP_PLANES && movetime > 0; i++) {
425 vector push = vel * movetime;
427 vector p1 = p0 + push;
429 tracebox(p0, mn, mx, p1, MOVE_NORMAL, this);
430 if (!trace_startsolid) {
431 bool hit = trace_fraction < 1;
433 entity ent = trace_ent;
434 // SV_LinkEdict_TouchAreaGrid
435 if (this.solid != SOLID_NOT) {
436 FOREACH_ENTITY_RADIUS_ORDERED(0.5 * (this.absmin + this.absmax), 0.5 * vlen(this.absmax - this.absmin), true, {
437 if (it.solid != SOLID_TRIGGER || it == this) continue;
438 if (gettouch(it) && boxesoverlap(it.absmin, it.absmax, this.absmin, this.absmax)) {
439 // SV_LinkEdict_TouchAreaGrid_Call
440 trace_allsolid = false;
441 trace_startsolid = false;
443 trace_inwater = false;
445 trace_endpos = it.origin;
446 trace_plane_normal = '0 0 1';
447 trace_plane_dist = 0;
449 trace_dpstartcontents = 0;
450 trace_dphitcontents = 0;
451 trace_dphitq3surfaceflags = 0;
452 trace_dphittexturename = string_null;
453 gettouch(it)(this, it);
458 if (hit && this.solid >= SOLID_TRIGGER && (!IS_ONGROUND(this) || this.groundentity != ent)) {
459 // SV_Impact (ent, trace);
460 tracebox(p0, mn, mx, p1, MOVE_NORMAL, this);
461 void(entity, entity) touched = gettouch(this);
462 if (touched && this.solid != SOLID_NOT) {
465 void(entity, entity) touched2 = gettouch(ent);
466 if (this && ent && touched2 && ent.solid != SOLID_NOT) {
467 trace_endpos = ent.origin;
468 trace_plane_normal *= -1;
469 trace_plane_dist *= -1;
471 trace_dpstartcontents = 0;
472 trace_dphitcontents = 0;
473 trace_dphitq3surfaceflags = 0;
474 trace_dphittexturename = string_null;
480 if (wasfreed(this)) { return; }
481 tracebox(p0, mn, mx, p1, MOVE_NORMAL, this);
482 if (trace_fraction == 1) { break; }
483 movetime *= 1 - min(1, trace_fraction);
484 ClipVelocity(vel, trace_plane_normal, vel, 1);
487 this.com_phys_acc = acc;
488 this.com_phys_vel = vel;
489 this.com_phys_pos = pos;
490 setorigin(this, this.com_phys_pos);
493 void sys_phys_update_single(entity this)
495 sys_phys_simulate_simple(this, frametime);