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Tweak boat physics when inside water

objects
Wuzzy 2019-09-11 12:11:04 +02:00
parent 3cba55703a
commit b6c3cc0ed7
1 changed files with 23 additions and 18 deletions

View File

@ -146,15 +146,22 @@ end
function boat.on_step(self, dtime) function boat.on_step(self, dtime)
self._v = get_v(self.object:get_velocity()) * get_sign(self._v) self._v = get_v(self.object:get_velocity()) * get_sign(self._v)
local in_water = true local on_water = true
local in_water = false
local v_factor = 1 local v_factor = 1
local v_slowdown = 0.02 local v_slowdown = 0.02
local p = self.object:get_pos() local p = self.object:get_pos()
if not is_water({x=p.x, y=p.y-boat_y_offset, z=p.z}) then if (not is_water({x=p.x, y=p.y-boat_y_offset, z=p.z})) then
in_water = false on_water = false
v_factor = 0.405 v_factor = 0.5
v_slowdown = 0.04 v_slowdown = 0.04
elseif (is_water({x=p.x, y=p.y-boat_y_offset+1, z=p.z})) then
on_water = false
in_water = true
v_factor = 0.75
v_slowdown = 0.05
end end
if self._driver then if self._driver then
local ctrl = self._driver:get_player_control() local ctrl = self._driver:get_player_control()
local yaw = self.object:get_yaw() local yaw = self.object:get_yaw()
@ -204,14 +211,14 @@ function boat.on_step(self, dtime)
end end
end end
local s = get_sign(self._v) local s = get_sign(self._v)
if not in_water and math.abs(self._v) > 0.1 then if not on_water and not in_water and math.abs(self._v) > 0.25 then
v_slowdown = v_slowdown * 5 v_slowdown = math.min(self._v - 0.25, v_slowdown * 5)
elseif in_water and math.abs(self._v) > 0.5 then
v_slowdown = math.min(self._v - 0.5, v_slowdown * 5)
end end
self._v = self._v - v_slowdown * s self._v = self._v - v_slowdown * s
if s ~= get_sign(self._v) then if s ~= get_sign(self._v) then
self.object:set_velocity({x = 0, y = 0, z = 0})
self._v = 0 self._v = 0
return
end end
if math.abs(self._v) > 5 then if math.abs(self._v) > 5 then
self._v = 5 * get_sign(self._v) self._v = 5 * get_sign(self._v)
@ -221,35 +228,33 @@ function boat.on_step(self, dtime)
local new_velo local new_velo
local new_acce = {x = 0, y = 0, z = 0} local new_acce = {x = 0, y = 0, z = 0}
if not is_water(p) then if not is_water(p) then
-- Not on water or inside water: Free fall
local nodedef = minetest.registered_nodes[minetest.get_node(p).name] local nodedef = minetest.registered_nodes[minetest.get_node(p).name]
new_acce = {x = 0, y = -9.8, z = 0} new_acce = {x = 0, y = -9.8, z = 0}
new_velo = get_velocity(self._v, self.object:get_yaw(), new_velo = get_velocity(self._v, self.object:get_yaw(),
self.object:get_velocity().y) self.object:get_velocity().y)
self.object:set_pos(self.object:get_pos())
else else
p.y = p.y + 1 p.y = p.y + 1
if is_water(p) then if is_water(p) then
-- Inside water: Slowly sink
local y = self.object:get_velocity().y local y = self.object:get_velocity().y
if y >= 5 then y = y - 0.01
y = 5 if y < -0.2 then
elseif y < 0 then y = -0.2
new_acce = {x = 0, y = 20, z = 0}
else
new_acce = {x = 0, y = 5, z = 0}
end end
new_acce = {x = 0, y = 0, z = 0}
new_velo = get_velocity(self._v, self.object:get_yaw(), y) new_velo = get_velocity(self._v, self.object:get_yaw(), y)
self.object:set_pos(self.object:get_pos())
else else
-- On top of water
new_acce = {x = 0, y = 0, z = 0} new_acce = {x = 0, y = 0, z = 0}
if math.abs(self.object:get_velocity().y) < 1 then if math.abs(self.object:get_velocity().y) < 1 then
local pos = self.object:get_pos() local pos = self.object:get_pos()
pos.y = math.floor(pos.y) + boat_y_offset pos.y = math.floor(pos.y) + boat_y_offset
self.object:set_pos(pos)
new_velo = get_velocity(self._v, self.object:get_yaw(), 0) new_velo = get_velocity(self._v, self.object:get_yaw(), 0)
self.object:set_pos(pos)
else else
new_velo = get_velocity(self._v, self.object:get_yaw(), new_velo = get_velocity(self._v, self.object:get_yaw(),
self.object:get_velocity().y) self.object:get_velocity().y)
self.object:set_pos(self.object:get_pos())
end end
end end
end end