local min = math.min local abs = math.abs --local deg = math.deg function airutils.physics(self) local friction = 0.99 local vel=self.object:get_velocity() -- dumb friction if self.isonground and not self.isinliquid then vel = {x=vel.x*friction, y=vel.y, z=vel.z*friction} self.object:set_velocity(vel) end --buoyancy local surface = nil local surfnodename = nil local spos = airutils.get_stand_pos(self) spos.y = spos.y+0.01 -- get surface height local snodepos = airutils.get_node_pos(spos) local surfnode = airutils.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 = airutils.nodeatpos(snodepos) end local new_velocity = nil self.isinliquid = surfnodename if surface then -- standing in liquid self.isinliquid = true end local accell = {x=0, y=0, z=0} self.water_drag = 0.1 if self.isinliquid then local height = self.height local submergence = min(surface-spos.y,height)/height -- local balance = self.buoyancy*self.height local buoyacc = airutils.gravity*(self.buoyancy-submergence) --[[airutils.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})]]-- accell = {x=-vel.x*self.water_drag,y=buoyacc-(vel.y*abs(vel.y)*0.4),z=-vel.z*self.water_drag} --local v_accell = {x=0,y=buoyacc-(vel.y*abs(vel.y)*0.4),z=0} --airutils.set_acceleration(self.object,v_accell) new_velocity = vector.add(vel, vector.multiply(accell, self.dtime)) else airutils.set_acceleration(self.object,{x=0,y=0,z=0}) self.isinliquid = false new_velocity = vector.add(vel, {x=0,y=airutils.gravity * self.dtime,z=0}) --self.object:set_velocity(new_velocity) 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:set_velocity(vnew) end self.object:set_acceleration({x=0,y=airutils.gravity,z=0}) end