]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Move PM_air to ecs
authorTimePath <andrew.hardaker1995@gmail.com>
Fri, 24 Jun 2016 11:04:50 +0000 (21:04 +1000)
committerTimePath <andrew.hardaker1995@gmail.com>
Fri, 24 Jun 2016 11:04:50 +0000 (21:04 +1000)
qcsrc/common/physics/player.qc
qcsrc/ecs/components/physics.qh
qcsrc/ecs/systems/physics.qc

index 2c565b9578f63be18e2f23eba518a74a6ef391ea..907784d356ad96e31abf6f61997dea106fb323ae 100644 (file)
@@ -940,87 +940,6 @@ void PM_jetpack(entity this, float maxspd_mod)
 #endif
 }
 
-void PM_air(entity this, float buttons_prev, float maxspd_mod)
-{
-       makevectors(this.v_angle.y * '0 1 0');
-       vector wishvel = v_forward * this.movement.x
-                                       + v_right * this.movement.y;
-       // acceleration
-       vector wishdir = normalize(wishvel);
-       float wishspeed = vlen(wishvel);
-
-#ifdef SVQC
-       if(time >= PHYS_TELEPORT_TIME(this))
-#elif defined(CSQC)
-       if(PHYS_WATERJUMP_TIME(this) <= 0)
-#endif
-       {
-               float maxairspd = PHYS_MAXAIRSPEED(this) * min(maxspd_mod, 1);
-
-               // apply air speed limit
-               float airaccelqw = PHYS_AIRACCEL_QW(this);
-               float wishspeed0 = wishspeed;
-               wishspeed = min(wishspeed, maxairspd);
-               if (IS_DUCKED(this))
-                       wishspeed *= 0.5;
-               float airaccel = PHYS_AIRACCELERATE(this) * min(maxspd_mod, 1);
-
-               float accelerating = (this.velocity * wishdir > 0);
-               float wishspeed2 = wishspeed;
-
-               // CPM: air control
-               if (PHYS_AIRSTOPACCELERATE(this))
-               {
-                       vector curdir = normalize(vec2(this.velocity));
-                       airaccel += (PHYS_AIRSTOPACCELERATE(this)*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
-               }
-               // note that for straight forward jumping:
-               // step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
-               // accel  = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
-               // -->
-               // dv/dt = accel * maxspeed (when slow)
-               // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
-               // log dv/dt = logaccel + logmaxspeed (when slow)
-               // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
-               float strafity = IsMoveInDirection(this.movement, -90) + IsMoveInDirection(this.movement, +90); // if one is nonzero, other is always zero
-               if (PHYS_MAXAIRSTRAFESPEED(this))
-                       wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED(this)*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED(this)*maxspd_mod));
-               if (PHYS_AIRSTRAFEACCELERATE(this))
-                       airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE(this)*maxspd_mod);
-               if (PHYS_AIRSTRAFEACCEL_QW(this))
-                       airaccelqw =
-               (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(this) : PHYS_AIRACCEL_QW(this)) >= 0) ? +1 : -1)
-               *
-               (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(this)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(this))));
-               // !CPM
-
-               if (PHYS_WARSOWBUNNY_TURNACCEL(this) && accelerating && this.movement.y == 0 && this.movement.x != 0)
-                       PM_AirAccelerate(this, wishdir, wishspeed2);
-               else {
-                   float sidefric = maxairspd ? (PHYS_AIRACCEL_SIDEWAYS_FRICTION(this) / maxairspd) : 0;
-                       PM_Accelerate(this, wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(this), sidefric, PHYS_AIRSPEEDLIMIT_NONQW(this));
-        }
-
-               if (PHYS_AIRCONTROL(this))
-                       CPM_PM_Aircontrol(this, wishdir, wishspeed2);
-       }
-#ifdef CSQC
-       float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
-       if(autocvar_cl_movement == 3)
-       if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
-               this.velocity_z -= g * 0.5;
-       else
-               this.velocity_z -= g;
-#endif
-       PM_ClientMovement_Move(this);
-#ifdef CSQC
-       if(autocvar_cl_movement == 3)
-       if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
-               if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
-                       this.velocity_z -= g * 0.5;
-#endif
-}
-
 // used for calculating airshots
 bool IsFlying(entity this)
 {
index aac154225bab6bc54625095d1a9f1d0111324aaa..14e010ab2d6bb46363607407b2cbf9ea1fb02051 100644 (file)
@@ -5,13 +5,19 @@ COMPONENT(phys);
 .vector com_phys_ang, com_phys_ang_prev;
 .vector com_phys_vel;
 .float com_phys_vel_max;
+.float com_phys_vel_max_air;
+.float com_phys_vel_max_air_strafe;
 .vector com_phys_acc;
 .float com_phys_acc_rate;
+.float com_phys_acc_rate_air;
+.float com_phys_acc_rate_air_strafe;
+.float com_phys_acc_rate_air_stop;
 .float com_phys_friction;
 
 .vector com_phys_gravity;
 // TODO: remove
 .bool com_phys_ground;
+.bool com_phys_air;
 .bool com_phys_ladder;
 .bool com_phys_vel_2d;
 .bool com_phys_water;
index 40f7eea24eecd276d92862030223d4c4dad0cd93..14f1d30ab8cd028e741c92651a84b9080cba0f7b 100644 (file)
@@ -12,7 +12,6 @@ void sys_phys_update(entity this, float dt)
        sys_phys_fix(this, dt);
        if (sys_phys_override(this)) { return; } sys_phys_monitor(this);
 
-       int buttons_prev = this.buttons_old;
        this.buttons_old = PHYS_INPUT_BUTTON_MASK(this);
        this.movement_old = this.movement;
        this.v_angle_old = this.v_angle;
@@ -129,7 +128,17 @@ void sys_phys_update(entity this, float dt)
                this.com_phys_ground = false;
                this.com_phys_gravity = '0 0 0';
        } else {
-               PM_air(this, buttons_prev, maxspeed_mod);
+               this.com_phys_acc_rate_air = PHYS_AIRACCELERATE(this) * min(maxspeed_mod, 1);
+               this.com_phys_acc_rate_air_stop = PHYS_AIRSTOPACCELERATE(this) * maxspeed_mod;
+               this.com_phys_acc_rate_air_strafe = PHYS_AIRSTRAFEACCELERATE(this) * maxspeed_mod;
+               this.com_phys_vel_max_air_strafe = PHYS_MAXAIRSTRAFESPEED(this) * maxspeed_mod;
+               this.com_phys_vel_max_air = PHYS_MAXAIRSPEED(this) * maxspeed_mod;
+               this.com_phys_vel_max = PHYS_MAXAIRSPEED(this) * min(maxspeed_mod, 1);
+               this.com_phys_air = true;
+               this.com_phys_vel_2d = true;
+               sys_phys_simulate(this, dt);
+               this.com_phys_vel_2d = false;
+               this.com_phys_air = false;
        }
 
        LABEL(end)
@@ -146,7 +155,7 @@ void sys_phys_simulate(entity this, float dt)
        const vector g = -this.com_phys_gravity;
        const bool jump = this.com_in_jump;
 
-       if (!this.com_phys_ground) {
+       if (!this.com_phys_ground && !this.com_phys_air) {
                // noclipping
                // flying
                // on a spawnfunc_func_ladder
@@ -223,101 +232,162 @@ void sys_phys_simulate(entity this, float dt)
        // acceleration
        const vector wishdir = normalize(wishvel);
        float wishspeed = min(vlen(wishvel), this.com_phys_vel_max);
-       if (this.com_phys_ground || this.com_phys_water) {
-               if (IS_DUCKED(this)) { wishspeed *= 0.5; }
-       }
-       if (this.com_phys_water) {
-               wishspeed *= 0.7;
-
-               //      if (PHYS_WATERJUMP_TIME(this) <= 0) // TODO: use
-               {
-                       // water friction
-                       float f = 1 - dt * PHYS_FRICTION(this);
-                       f = min(max(0, f), 1);
-                       this.velocity *= f;
-
-                       f = wishspeed - this.velocity * wishdir;
-                       if (f > 0) {
-                               float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, f);
-                               this.velocity += accelspeed * wishdir;
+
+       if (this.com_phys_air) {
+               if ((IS_SVQC && time >= PHYS_TELEPORT_TIME(this))
+                   ||  (IS_CSQC && PHYS_WATERJUMP_TIME(this) <= 0)) {
+                       // apply air speed limit
+                       float airaccelqw = PHYS_AIRACCEL_QW(this);
+                       float wishspeed0 = wishspeed;
+                       const float maxairspd = this.com_phys_vel_max;
+                       wishspeed = min(wishspeed, maxairspd);
+                       if (IS_DUCKED(this)) {
+                               wishspeed *= 0.5;
                        }
+                       float airaccel = this.com_phys_acc_rate_air;
+
+                       float accelerating = (this.velocity * wishdir > 0);
+                       float wishspeed2 = wishspeed;
 
-                       // holding jump button swims upward slowly
-                       if (jump && !this.viewloc) {
-                               // was:
-                               // lava: 50
-                               // slime: 80
-                               // water: 100
-                               // idea: double those
-                               this.velocity_z = 200;
+                       // CPM: air control
+                       if (PHYS_AIRSTOPACCELERATE(this)) {
+                               vector curdir = normalize(vec2(this.velocity));
+                               airaccel += (this.com_phys_acc_rate_air_stop - airaccel) * max(0, -(curdir * wishdir));
+                       }
+                       // note that for straight forward jumping:
+                       // step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
+                       // accel  = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
+                       // -->
+                       // dv/dt = accel * maxspeed (when slow)
+                       // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
+                       // log dv/dt = logaccel + logmaxspeed (when slow)
+                       // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
+                       float strafity = IsMoveInDirection(this.movement, -90) + IsMoveInDirection(this.movement, +90);  // if one is nonzero, other is always zero
+                       if (PHYS_MAXAIRSTRAFESPEED(this)) {
+                               wishspeed =
+                                   min(wishspeed,
+                                       GeomLerp(this.com_phys_vel_max_air, strafity, this.com_phys_vel_max_air_strafe));
+                       }
+                       if (PHYS_AIRSTRAFEACCELERATE(this)) {
+                               airaccel = GeomLerp(airaccel, strafity, this.com_phys_acc_rate_air_strafe);
+                       }
+                       if (PHYS_AIRSTRAFEACCEL_QW(this)) {
+                               airaccelqw =
+                                   (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(this) : PHYS_AIRACCEL_QW(this)) >= 0) ? +1 : -1)
+                                   *
+                                   (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(this)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(this))));
+                       }
+                       // !CPM
+
+                       if (PHYS_WARSOWBUNNY_TURNACCEL(this) && accelerating && this.movement.y == 0 && this.movement.x != 0) {
+                               PM_AirAccelerate(this, wishdir, wishspeed2);
+                       } else {
+                               float sidefric = maxairspd ? (PHYS_AIRACCEL_SIDEWAYS_FRICTION(this) / maxairspd) : 0;
+                               PM_Accelerate(this, wishdir, wishspeed, wishspeed0, airaccel, airaccelqw,
+                                       PHYS_AIRACCEL_QW_STRETCHFACTOR(this), sidefric, PHYS_AIRSPEEDLIMIT_NONQW(this));
+                       }
+
+                       if (PHYS_AIRCONTROL(this)) {
+                               CPM_PM_Aircontrol(this, wishdir, wishspeed2);
                        }
                }
-               if (this.viewloc) {
+       } else {
+               if (this.com_phys_ground || this.com_phys_water) {
+                       if (IS_DUCKED(this)) { wishspeed *= 0.5; }
+               }
+               if (this.com_phys_water) {
+                       wishspeed *= 0.7;
+
+                       //      if (PHYS_WATERJUMP_TIME(this) <= 0) // TODO: use
+                       {
+                               // water friction
+                               float f = 1 - dt * PHYS_FRICTION(this);
+                               f = min(max(0, f), 1);
+                               this.velocity *= f;
+
+                               f = wishspeed - this.velocity * wishdir;
+                               if (f > 0) {
+                                       float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, f);
+                                       this.velocity += accelspeed * wishdir;
+                               }
+
+                               // holding jump button swims upward slowly
+                               if (jump && !this.viewloc) {
+                                       // was:
+                                       // lava: 50
+                                       // slime: 80
+                                       // water: 100
+                                       // idea: double those
+                                       this.velocity_z = 200;
+                               }
+                       }
+                       if (this.viewloc) {
+                               const float addspeed = wishspeed - this.velocity * wishdir;
+                               if (addspeed > 0) {
+                                       const float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, addspeed);
+                                       this.velocity += accelspeed * wishdir;
+                               }
+                       } else {
+                               // water acceleration
+                               PM_Accelerate(this, wishdir, wishspeed, wishspeed, this.com_phys_acc_rate, 1, 0, 0, 0);
+                               PM_ClientMovement_Move(this);
+                       }
+                       return;
+               }
+               if (this.com_phys_ground) {
+                       // 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 - dt * 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 - dt * (PHYS_STOPSPEED(this) / v0) * PHYS_FRICTION(this))
+                                     = v0 - dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
+                                   v0 = v + dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
+                                  and
+                                   v = v0 * (1 - dt * PHYS_FRICTION(this))
+                                   v0 = v / (1 - dt * PHYS_FRICTION(this))
+
+                                  These cases would be chosen ONLY if:
+                                   v0 < PHYS_STOPSPEED(this)
+                                   v + dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this) < PHYS_STOPSPEED(this)
+                                   v < PHYS_STOPSPEED(this) * (1 - dt * PHYS_FRICTION(this))
+                                  and, respectively:
+                                   v0 >= PHYS_STOPSPEED(this)
+                                   v / (1 - dt * PHYS_FRICTION(this)) >= PHYS_STOPSPEED(this)
+                                   v >= PHYS_STOPSPEED(this) * (1 - dt * PHYS_FRICTION(this))
+                                */
+                       }
                        const float addspeed = wishspeed - this.velocity * wishdir;
                        if (addspeed > 0) {
                                const float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, addspeed);
                                this.velocity += accelspeed * wishdir;
                        }
-               } else {
-                       // water acceleration
-                       PM_Accelerate(this, wishdir, wishspeed, wishspeed, this.com_phys_acc_rate, 1, 0, 0, 0);
-                       PM_ClientMovement_Move(this);
-               }
-               return;
-       }
-       if (this.com_phys_ground) {
-               // 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 - dt * 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 - dt * (PHYS_STOPSPEED(this) / v0) * PHYS_FRICTION(this))
-                             = v0 - dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
-                           v0 = v + dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
-                          and
-                           v = v0 * (1 - dt * PHYS_FRICTION(this))
-                           v0 = v / (1 - dt * PHYS_FRICTION(this))
-
-                          These cases would be chosen ONLY if:
-                           v0 < PHYS_STOPSPEED(this)
-                           v + dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this) < PHYS_STOPSPEED(this)
-                           v < PHYS_STOPSPEED(this) * (1 - dt * PHYS_FRICTION(this))
-                          and, respectively:
-                           v0 >= PHYS_STOPSPEED(this)
-                           v / (1 - dt * PHYS_FRICTION(this)) >= PHYS_STOPSPEED(this)
-                           v >= PHYS_STOPSPEED(this) * (1 - dt * PHYS_FRICTION(this))
-                        */
-               }
-               const float addspeed = wishspeed - this.velocity * wishdir;
-               if (addspeed > 0) {
-                       const float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, addspeed);
-                       this.velocity += accelspeed * wishdir;
-               }
-               if (IS_CSQC && vdist(this.velocity, >, 0)) {
-                       PM_ClientMovement_Move(this);
+                       if (IS_CSQC && vdist(this.velocity, >, 0)) {
+                               PM_ClientMovement_Move(this);
+                       }
+                       return;
                }
-               return;
-       }
 
-       if (IS_CSQC || time >= PHYS_TELEPORT_TIME(this)) {
-               PM_Accelerate(this, wishdir, wishspeed, wishspeed, this.com_phys_acc_rate, 1, 0, 0, 0);
+               if (IS_CSQC || time >= PHYS_TELEPORT_TIME(this)) {
+                       PM_Accelerate(this, wishdir, wishspeed, wishspeed, this.com_phys_acc_rate, 1, 0, 0, 0);
+               }
        }
        PM_ClientMovement_Move(this);
 }