]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/ecs/systems/physics.qc
Move PM_walk to ecs
[xonotic/xonotic-data.pk3dir.git] / qcsrc / ecs / systems / physics.qc
index c299079ef634d97b27d0809ebf501234d6897274..8a07efa83fe14932903f83b426f0c032de4fad78 100644 (file)
@@ -111,7 +111,15 @@ void sys_phys_update(entity this, float dt)
                                this.velocity *= (1 - PHYS_FRICTION_ONLAND(this));
                        }
                }
-               PM_walk(this, maxspeed_mod);
+               this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
+               this.com_phys_gravity = '0 0 -1' * PHYS_GRAVITY(this) * dt;
+               if (PHYS_ENTGRAVITY(this)) { this.com_phys_gravity *= PHYS_ENTGRAVITY(this); }
+               this.com_phys_ground = true;
+               this.com_phys_vel_2d = true;
+               sys_phys_simulate(this, dt);
+               this.com_phys_vel_2d = false;
+               this.com_phys_ground = false;
+               this.com_phys_gravity = '0 0 0';
        } else {
                PM_air(this, buttons_prev, maxspeed_mod);
        }
@@ -127,25 +135,24 @@ void sys_phys_update(entity this, float dt)
 
 void sys_phys_simulate(entity this, float dt)
 {
-       // noclipping
-       // flying
-       // on a spawnfunc_func_ladder
-       // swimming in spawnfunc_func_water
-       UNSET_ONGROUND(this);
-
-       float g = -this.com_phys_gravity.z;
-       if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE) {
-               g *= 0.5;
-               this.velocity_z += g;
+       const float g = -this.com_phys_gravity.z;
+       if (!this.com_phys_ground) {
+               // noclipping
+               // flying
+               // on a spawnfunc_func_ladder
+               // swimming in spawnfunc_func_water
+               UNSET_ONGROUND(this);
+
+               this.velocity_z += g / 2;
+               this.velocity = this.velocity * (1 - dt * this.com_phys_friction);
+               this.velocity_z += g / 2;
        }
-       this.velocity = this.velocity * (1 - dt * this.com_phys_friction);
-       this.velocity_z += g;
 
-       makevectors(this.v_angle);
+       makevectors(vmul(this.v_angle, (this.com_phys_vel_2d ? '0 1 0' : '1 1 1')));
        // wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
        vector wishvel = v_forward * this.movement.x
            + v_right * this.movement.y
-           + '0 0 1' * this.movement.z;
+           + '0 0 1' * this.movement.z * (this.com_phys_vel_2d ? 0 : 1);
        if (this.com_phys_ladder) {
                if (this.viewloc) {
                        wishvel.z = this.oldmovement.x;
@@ -171,8 +178,62 @@ void sys_phys_simulate(entity this, float dt)
                }
        }
        // acceleration
-       vector wishdir = normalize(wishvel);
+       const vector wishdir = normalize(wishvel);
        float wishspeed = min(vlen(wishvel), this.com_phys_vel_max);
+
+       if (this.com_phys_ground) {
+               if (IS_DUCKED(this)) { wishspeed *= 0.5; }
+
+               // apply edge friction
+               const float f2 = vlen2(vec2(this.velocity));
+               if (f2 > 0) {
+                       trace_dphitq3surfaceflags = 0;
+                       tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
+                       // TODO: apply edge friction
+                       // apply ground friction
+                       const int realfriction = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
+                           ? PHYS_FRICTION_SLICK(this)
+                               : PHYS_FRICTION(this);
+
+                       float f = sqrt(f2);
+                       f = 1 - PHYS_INPUT_TIMELENGTH * realfriction
+                           * ((f < PHYS_STOPSPEED(this)) ? (PHYS_STOPSPEED(this) / f) : 1);
+                       f = max(0, f);
+                       this.velocity *= f;
+                       /*
+                          Mathematical analysis time!
+
+                          Our goal is to invert this mess.
+
+                          For the two cases we get:
+                           v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED(this) / v0) * PHYS_FRICTION(this))
+                             = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
+                           v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
+                          and
+                           v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
+                           v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
+
+                          These cases would be chosen ONLY if:
+                           v0 < PHYS_STOPSPEED(this)
+                           v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this) < PHYS_STOPSPEED(this)
+                           v < PHYS_STOPSPEED(this) * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
+                          and, respectively:
+                           v0 >= PHYS_STOPSPEED(this)
+                           v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this)) >= PHYS_STOPSPEED(this)
+                           v >= PHYS_STOPSPEED(this) * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
+                        */
+               }
+               const float addspeed = wishspeed - this.velocity * wishdir;
+               if (addspeed > 0) {
+                       const float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
+                       this.velocity += accelspeed * wishdir;
+               }
+               if (IS_CSQC && vdist(this.velocity, >, 0)) {
+                       PM_ClientMovement_Move(this);
+               }
+               return;
+       }
+
        if (IS_CSQC || time >= PHYS_TELEPORT_TIME(this)) {
                PM_Accelerate(this, wishdir, wishspeed, wishspeed, this.com_phys_acc_rate, 1, 0, 0, 0);
        }