forked from luanti-org/minetest_game
		
	boats: Improve physics by implementing drag and friction forces
Implement drag force according to the equation: drag_force = drag_coefficient * speed ^2 Also add a small constant force to implement friction force.
This commit is contained in:
		| @@ -13,15 +13,6 @@ local function is_water(pos) | ||||
| end | ||||
|  | ||||
|  | ||||
| local function get_sign(i) | ||||
| 	if i == 0 then | ||||
| 		return 0 | ||||
| 	else | ||||
| 		return i / math.abs(i) | ||||
| 	end | ||||
| end | ||||
|  | ||||
|  | ||||
| local function get_velocity(v, yaw, y) | ||||
| 	local x = -math.sin(yaw) * v | ||||
| 	local z =  math.cos(yaw) * v | ||||
| @@ -146,7 +137,7 @@ end | ||||
|  | ||||
|  | ||||
| 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()) * math.sign(self.v) | ||||
| 	if self.driver then | ||||
| 		local driver_objref = minetest.get_player_by_name(self.driver) | ||||
| 		if driver_objref then | ||||
| @@ -157,13 +148,13 @@ function boat.on_step(self, dtime) | ||||
| 					minetest.chat_send_player(self.driver, S("Boat cruise mode on")) | ||||
| 				end | ||||
| 			elseif ctrl.down then | ||||
| 				self.v = self.v - dtime * 1.8 | ||||
| 				self.v = self.v - dtime * 2.0 | ||||
| 				if self.auto then | ||||
| 					self.auto = false | ||||
| 					minetest.chat_send_player(self.driver, S("Boat cruise mode off")) | ||||
| 				end | ||||
| 			elseif ctrl.up or self.auto then | ||||
| 				self.v = self.v + dtime * 1.8 | ||||
| 				self.v = self.v + dtime * 2.0 | ||||
| 			end | ||||
| 			if ctrl.left then | ||||
| 				if self.v < -0.001 then | ||||
| @@ -185,15 +176,14 @@ function boat.on_step(self, dtime) | ||||
| 		self.object:set_pos(self.object:get_pos()) | ||||
| 		return | ||||
| 	end | ||||
| 	local s = get_sign(self.v) | ||||
| 	self.v = self.v - dtime * 0.6 * s | ||||
| 	if s ~= get_sign(self.v) then | ||||
| 		self.object:set_velocity({x = 0, y = 0, z = 0}) | ||||
| 	-- We need to preserve velocity sign to properly apply drag force | ||||
| 	-- while moving backward | ||||
| 	local drag = dtime * math.sign(self.v) * (0.01 + 0.0796 * self.v * self.v) | ||||
| 	-- If drag is larger than velocity, then stop horizontal movement | ||||
| 	if math.abs(self.v) <= math.abs(drag) then | ||||
| 		self.v = 0 | ||||
| 		return | ||||
| 	end | ||||
| 	if math.abs(self.v) > 5 then | ||||
| 		self.v = 5 * get_sign(self.v) | ||||
| 	else | ||||
| 		self.v = self.v - drag | ||||
| 	end | ||||
|  | ||||
| 	local p = self.object:get_pos() | ||||
|   | ||||
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