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 (this.waterlevel == WATERLEVEL_NONE
94 || time > PHYS_TELEPORT_TIME(this)
95 || PHYS_WATERJUMP_TIME(this) <= 0
97 this.flags &= ~FL_WATERJUMP;
98 PHYS_TELEPORT_TIME(this) = 0;
99 PHYS_WATERJUMP_TIME(this) = 0;
101 } else if (MUTATOR_CALLHOOK(PM_Physics, this, maxspeed_mod, dt)) {
103 } else if (this.move_movetype == MOVETYPE_NOCLIP
104 || this.move_movetype == MOVETYPE_FLY
105 || this.move_movetype == MOVETYPE_FLY_WORLDONLY
106 || MUTATOR_CALLHOOK(IsFlying, this)) {
107 this.com_phys_friction = PHYS_FRICTION(this);
108 this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
109 this.com_phys_acc_rate = PHYS_ACCELERATE(this) * maxspeed_mod;
110 this.com_phys_friction_air = true;
111 sys_phys_simulate(this, dt);
112 this.com_phys_friction_air = false;
113 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
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_water = true;
117 sys_phys_simulate(this, dt);
118 this.com_phys_water = false;
119 this.jumppadcount = 0;
120 } else if (time < this.ladder_time) {
121 this.com_phys_friction = PHYS_FRICTION(this);
122 this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
123 this.com_phys_acc_rate = PHYS_ACCELERATE(this) * maxspeed_mod;
124 this.com_phys_gravity = '0 0 -1' * PHYS_GRAVITY(this) * dt;
125 if (PHYS_ENTGRAVITY(this)) { this.com_phys_gravity *= PHYS_ENTGRAVITY(this); }
126 this.com_phys_ladder = true;
127 this.com_phys_friction_air = true;
128 sys_phys_simulate(this, dt);
129 this.com_phys_friction_air = false;
130 this.com_phys_ladder = false;
131 this.com_phys_gravity = '0 0 0';
132 } else if (ITEMS_STAT(this) & IT_USING_JETPACK) {
133 PM_jetpack(this, maxspeed_mod, dt);
134 } else if (IS_ONGROUND(this) && (!IS_ONSLICK(this) || !PHYS_SLICK_APPLYGRAVITY(this))) {
135 if (!WAS_ONGROUND(this)) {
136 emit(phys_land, this);
137 if (this.lastground < time - 0.3) {
138 this.velocity *= (1 - PHYS_FRICTION_ONLAND(this));
141 this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
142 this.com_phys_gravity = '0 0 -1' * PHYS_GRAVITY(this) * dt;
143 if (PHYS_ENTGRAVITY(this)) { this.com_phys_gravity *= PHYS_ENTGRAVITY(this); }
144 this.com_phys_ground = true;
145 this.com_phys_vel_2d = true;
146 sys_phys_simulate(this, dt);
147 this.com_phys_vel_2d = false;
148 this.com_phys_ground = false;
149 this.com_phys_gravity = '0 0 0';
151 this.com_phys_acc_rate_air = PHYS_AIRACCELERATE(this) * min(maxspeed_mod, 1);
152 this.com_phys_acc_rate_air_stop = PHYS_AIRSTOPACCELERATE(this) * maxspeed_mod;
153 this.com_phys_acc_rate_air_strafe = PHYS_AIRSTRAFEACCELERATE(this) * maxspeed_mod;
154 this.com_phys_vel_max_air_strafe = PHYS_MAXAIRSTRAFESPEED(this) * maxspeed_mod;
155 this.com_phys_vel_max_air = PHYS_MAXAIRSPEED(this) * maxspeed_mod;
156 this.com_phys_vel_max = PHYS_MAXAIRSPEED(this) * min(maxspeed_mod, 1);
157 this.com_phys_air = true;
158 this.com_phys_vel_2d = true;
159 sys_phys_simulate(this, dt);
160 this.com_phys_vel_2d = false;
161 this.com_phys_air = false;
164 sys_phys_postupdate(this);
167 void sys_phys_postupdate(entity this)
169 if (IS_ONGROUND(this)) { this.lastground = time; }
170 // conveyors: then break velocity again
171 if (this.conveyor.active) { this.velocity += this.conveyor.movedir; }
172 this.lastflags = this.flags;
174 this.lastclassname = this.classname;
178 void sys_phys_simulate(entity this, float dt)
180 if (!this.com_phys_ground && !this.com_phys_air) {
183 // on a spawnfunc_func_ladder
184 // swimming in spawnfunc_func_water
186 UNSET_ONGROUND(this);
188 if (this.com_phys_friction_air) {
189 const vector g = -this.com_phys_gravity;
190 this.velocity_z += g.z / 2;
191 this.velocity = this.velocity * (1 - dt * this.com_phys_friction);
192 this.velocity_z += g.z / 2;
196 if (this.com_phys_water) {
197 // water jump only in certain situations
198 // this mimics quakeworld code
199 if (this.com_in_jump && this.waterlevel == WATERLEVEL_SWIMMING && this.velocity_z >= -180 && !this.viewloc && !PHYS_FROZEN(this)) {
200 vector yawangles = '0 1 0' * this.v_angle.y;
201 vector forward, right, up;
202 MAKE_VECTORS(yawangles, forward, right, up);
203 vector spot = this.origin + 24 * forward;
205 traceline(spot, spot, MOVE_NOMONSTERS, this);
206 if (trace_startsolid) {
208 traceline(spot, spot, MOVE_NOMONSTERS, this);
209 if (!trace_startsolid) {
210 this.velocity = forward * 50;
211 this.velocity_z = 310;
212 UNSET_ONGROUND(this);
219 vector forward, right, up;
220 MAKE_VECTORS(vmul(this.v_angle, (this.com_phys_vel_2d ? '0 1 0' : '1 1 1')), forward, right, up);
221 // wishvel = forward * PHYS_CS(this).movement.x + right * PHYS_CS(this).movement.y + up * PHYS_CS(this).movement.z;
222 vector wishvel = forward * PHYS_CS(this).movement.x
223 + right * PHYS_CS(this).movement.y
224 + '0 0 1' * PHYS_CS(this).movement.z * (this.com_phys_vel_2d ? 0 : 1);
225 if (this.com_phys_water && !PHYS_FROZEN(this)) {
226 if (PHYS_INPUT_BUTTON_CROUCH(this)) {
227 wishvel.z = -PHYS_MAXSPEED(this);
230 wishvel.z = -160; // drift anyway
231 } else if (wishvel == '0 0 0') {
232 wishvel = '0 0 -60'; // drift towards bottom
235 if (this.com_phys_ladder) {
237 wishvel.z = PHYS_CS(this).movement_old.x;
239 if (this.ladder_entity.classname == "func_water") {
240 float f = vlen(wishvel);
241 if (f > this.ladder_entity.speed) {
242 wishvel *= (this.ladder_entity.speed / f);
245 this.watertype = this.ladder_entity.skin;
246 f = this.ladder_entity.origin_z + this.ladder_entity.maxs_z;
247 if ((this.origin_z + this.view_ofs_z) < f) {
248 this.waterlevel = WATERLEVEL_SUBMERGED;
249 } else if ((this.origin_z + (this.mins_z + this.maxs_z) * 0.5) < f) {
250 this.waterlevel = WATERLEVEL_SWIMMING;
251 } else if ((this.origin_z + this.mins_z + 1) < f) {
252 this.waterlevel = WATERLEVEL_WETFEET;
254 this.waterlevel = WATERLEVEL_NONE;
255 this.watertype = CONTENT_EMPTY;
260 const vector wishdir = normalize(wishvel);
261 float wishspeed = min(vlen(wishvel), this.com_phys_vel_max);
263 if (this.com_phys_air) {
264 if ((IS_SVQC && time >= PHYS_TELEPORT_TIME(this))
265 || (IS_CSQC && PHYS_WATERJUMP_TIME(this) <= 0)) {
266 // apply air speed limit
267 float airaccelqw = PHYS_AIRACCEL_QW(this);
268 float wishspeed0 = wishspeed;
269 const float maxairspd = this.com_phys_vel_max;
270 wishspeed = min(wishspeed, maxairspd);
271 if (IS_DUCKED(this)) {
274 float airaccel = this.com_phys_acc_rate_air;
276 float accelerating = (this.velocity * wishdir > 0);
277 float wishspeed2 = wishspeed;
280 if (PHYS_AIRSTOPACCELERATE(this)) {
281 vector curdir = normalize(vec2(this.velocity));
282 airaccel += (this.com_phys_acc_rate_air_stop - airaccel) * max(0, -(curdir * wishdir));
284 // note that for straight forward jumping:
285 // step = accel * dt * wishspeed0;
286 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
288 // dv/dt = accel * maxspeed (when slow)
289 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
290 // log dv/dt = logaccel + logmaxspeed (when slow)
291 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
292 float strafity = IsMoveInDirection(PHYS_CS(this).movement, -90) + IsMoveInDirection(PHYS_CS(this).movement, +90); // if one is nonzero, other is always zero
293 if (PHYS_MAXAIRSTRAFESPEED(this)) {
296 GeomLerp(this.com_phys_vel_max_air, strafity, this.com_phys_vel_max_air_strafe));
298 if (PHYS_AIRSTRAFEACCELERATE(this)) {
299 airaccel = GeomLerp(airaccel, strafity, this.com_phys_acc_rate_air_strafe);
301 if (PHYS_AIRSTRAFEACCEL_QW(this)) {
303 (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(this) : PHYS_AIRACCEL_QW(this)) >= 0) ? +1 : -1)
305 (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(this)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(this))));
309 if (PHYS_WARSOWBUNNY_TURNACCEL(this) && accelerating && PHYS_CS(this).movement.y == 0 && PHYS_CS(this).movement.x != 0) {
310 PM_AirAccelerate(this, dt, wishdir, wishspeed2);
312 float sidefric = maxairspd ? (PHYS_AIRACCEL_SIDEWAYS_FRICTION(this) / maxairspd) : 0;
313 PM_Accelerate(this, dt, wishdir, wishspeed, wishspeed0, airaccel, airaccelqw,
314 PHYS_AIRACCEL_QW_STRETCHFACTOR(this), sidefric, PHYS_AIRSPEEDLIMIT_NONQW(this));
317 if (PHYS_AIRCONTROL(this)) {
318 CPM_PM_Aircontrol(this, dt, wishdir, wishspeed2);
322 if (this.com_phys_ground && IS_DUCKED(this)) { wishspeed *= 0.5; }
323 if (this.com_phys_water) {
326 // if (PHYS_WATERJUMP_TIME(this) <= 0) // TODO: use
329 float f = 1 - dt * PHYS_FRICTION(this);
330 f = min(max(0, f), 1);
333 f = wishspeed - this.velocity * wishdir;
335 float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, f);
336 this.velocity += accelspeed * wishdir;
339 // holding jump button swims upward slowly
340 if (this.com_in_jump && !this.viewloc && !PHYS_FROZEN(this)) {
345 // idea: double those
346 this.velocity_z = 200;
347 if (this.waterlevel >= WATERLEVEL_SUBMERGED) {
348 this.velocity_z = PHYS_MAXSPEED(this) * 0.7;
353 const float addspeed = wishspeed - this.velocity * wishdir;
355 const float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, addspeed);
356 this.velocity += accelspeed * wishdir;
359 // water acceleration
360 PM_Accelerate(this, dt, wishdir, wishspeed, wishspeed, this.com_phys_acc_rate, 1, 0, 0, 0);
364 if (this.com_phys_ground) {
365 // apply edge friction
366 const float f2 = vlen2(vec2(this.velocity));
368 // TODO: apply edge friction
369 // apply ground friction
370 const int realfriction = (IS_ONSLICK(this))
371 ? PHYS_FRICTION_SLICK(this)
372 : PHYS_FRICTION(this);
375 f = 1 - dt * realfriction
376 * ((f < PHYS_STOPSPEED(this)) ? (PHYS_STOPSPEED(this) / f) : 1);
380 Mathematical analysis time!
382 Our goal is to invert this mess.
384 For the two cases we get:
385 v = v0 * (1 - dt * (PHYS_STOPSPEED(this) / v0) * PHYS_FRICTION(this))
386 = v0 - dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
387 v0 = v + dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
389 v = v0 * (1 - dt * PHYS_FRICTION(this))
390 v0 = v / (1 - dt * PHYS_FRICTION(this))
392 These cases would be chosen ONLY if:
393 v0 < PHYS_STOPSPEED(this)
394 v + dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this) < PHYS_STOPSPEED(this)
395 v < PHYS_STOPSPEED(this) * (1 - dt * PHYS_FRICTION(this))
397 v0 >= PHYS_STOPSPEED(this)
398 v / (1 - dt * PHYS_FRICTION(this)) >= PHYS_STOPSPEED(this)
399 v >= PHYS_STOPSPEED(this) * (1 - dt * PHYS_FRICTION(this))
402 const float addspeed = wishspeed - this.velocity * wishdir;
404 const float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, addspeed);
405 this.velocity += accelspeed * wishdir;
410 if (IS_CSQC ? PHYS_WATERJUMP_TIME(this) <= 0 : time >= PHYS_TELEPORT_TIME(this)) {
411 PM_Accelerate(this, dt, wishdir, wishspeed, wishspeed, this.com_phys_acc_rate, 1, 0, 0, 0);
416 .entity groundentity;
417 /** for other entities */
418 void sys_phys_simulate_simple(entity this, float dt)
420 vector mn = this.mins;
421 vector mx = this.maxs;
424 if (this.com_phys_gravity_factor && !g) g = '0 0 -1' * PHYS_GRAVITY(NULL);
426 vector acc = this.com_phys_acc;
427 vector vel = this.com_phys_vel;
428 vector pos = this.com_phys_pos;
434 this.angles += dt * this.avelocity;
436 for (int i = 0; i < MAX_CLIP_PLANES && movetime > 0; i++) {
437 vector push = vel * movetime;
439 vector p1 = p0 + push;
441 tracebox(p0, mn, mx, p1, MOVE_NORMAL, this);
442 if (!trace_startsolid) {
443 bool hit = trace_fraction < 1;
445 entity ent = trace_ent;
446 // SV_LinkEdict_TouchAreaGrid
447 if (this.solid != SOLID_NOT) {
448 FOREACH_ENTITY_RADIUS_ORDERED(0.5 * (this.absmin + this.absmax), 0.5 * vlen(this.absmax - this.absmin), true, {
449 if (it.solid != SOLID_TRIGGER || it == this) continue;
450 if (gettouch(it) && boxesoverlap(it.absmin, it.absmax, this.absmin, this.absmax)) {
451 // SV_LinkEdict_TouchAreaGrid_Call
452 trace_allsolid = false;
453 trace_startsolid = false;
455 trace_inwater = false;
457 trace_endpos = it.origin;
458 trace_plane_normal = '0 0 1';
459 trace_plane_dist = 0;
461 trace_dpstartcontents = 0;
462 trace_dphitcontents = 0;
463 trace_dphitq3surfaceflags = 0;
464 trace_dphittexturename = string_null;
465 gettouch(it)(this, it);
470 if (hit && this.solid >= SOLID_TRIGGER && (!IS_ONGROUND(this) || this.groundentity != ent)) {
471 // SV_Impact (ent, trace);
472 tracebox(p0, mn, mx, p1, MOVE_NORMAL, this);
473 void(entity, entity) touched = gettouch(this);
474 if (touched && this.solid != SOLID_NOT) {
477 void(entity, entity) touched2 = gettouch(ent);
478 if (this && ent && touched2 && ent.solid != SOLID_NOT) {
479 trace_endpos = ent.origin;
480 trace_plane_normal *= -1;
481 trace_plane_dist *= -1;
483 trace_dpstartcontents = 0;
484 trace_dphitcontents = 0;
485 trace_dphitq3surfaceflags = 0;
486 trace_dphittexturename = string_null;
492 if (wasfreed(this)) { return; }
493 tracebox(p0, mn, mx, p1, MOVE_NORMAL, this);
494 if (trace_fraction == 1) { break; }
495 movetime *= 1 - min(1, trace_fraction);
496 ClipVelocity(vel, trace_plane_normal, vel, 1);
499 this.com_phys_acc = acc;
500 this.com_phys_vel = vel;
501 this.com_phys_pos = pos;
502 setorigin(this, this.com_phys_pos);
505 void sys_phys_update_single(entity this)
507 sys_phys_simulate_simple(this, frametime);