local min = math.min local abs = math.abs function automobiles_lib.physics(self) local friction = 0.99 local vel=self.object:get_velocity() -- dumb friction if self.isonground and not self.isinliquid then --minetest.chat_send_all('okay') self.object:add_velocity({x=vel.x*friction-vel.x, y=0, z=vel.z*friction-vel.z}) end -- bounciness if self.springiness and self.springiness > 0 then local vnew = vector.new(vel) if not self.collided then -- ugly workaround for inconsistent collisions for _,k in ipairs({'y','z','x'}) do if vel[k]==0 and abs(self.lastvelocity[k])> 0.1 then vnew[k]=-self.lastvelocity[k]*self.springiness end end end if not vector.equals(vel,vnew) then self.collided = true else if self.collided then vnew = vector.new(self.lastvelocity) end self.collided = false end self.object:add_velocity(vector.subtract(vel, vnew)) end -- buoyancy local surface = nil local surfnodename = nil local spos = automobiles_lib.get_stand_pos(self) spos.y = spos.y+0.01 -- get surface height local snodepos = automobiles_lib.get_node_pos(spos) local surfnode = automobiles_lib.nodeatpos(spos) while surfnode and (surfnode.drawtype == 'liquid' or surfnode.drawtype == 'flowingliquid') do surfnodename = surfnode.name surface = snodepos.y +0.5 if surface > spos.y+self.height then break end snodepos.y = snodepos.y+1 surfnode = automobiles_lib.nodeatpos(snodepos) end self.isinliquid = surfnodename --normal use if surface then -- standing in liquid -- self.isinliquid = true local submergence = min(surface-spos.y,self.height)/self.height -- local balance = self.buoyancy*self.height local buoyacc = (automobiles_lib.gravity*-1)*(self.buoyancy-submergence) automobiles_lib.set_acceleration(self.object, {x=-vel.x*self.water_drag,y=buoyacc-vel.y*abs(vel.y)*0.4,z=-vel.z*self.water_drag}) end end