forked from MineClone5/MineClone5
Add ground drag force to avoid items stuck on ledges
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77bfc6c174
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@ -28,7 +28,8 @@ local item_drop_settings = {} --settings table
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item_drop_settings.dug_buffer = 0.65 -- the warm up period before a dug item can be collected
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item_drop_settings.dug_buffer = 0.65 -- the warm up period before a dug item can be collected
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item_drop_settings.age = 1.0 --how old a dropped item (_insta_collect==false) has to be before collecting
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item_drop_settings.age = 1.0 --how old a dropped item (_insta_collect==false) has to be before collecting
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item_drop_settings.fluid_flow_rate = 1.39 --the speed of a flowing fluid, used when computing push and drag forces of water on items; default is tuned to Minecraft
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item_drop_settings.fluid_flow_rate = 1.39 --the speed of a flowing fluid, used when computing push and drag forces of water on items; default is tuned to Minecraft
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item_drop_settings.fluid_drag = 0.8 --how much drag water has on items (how quickly an item's motion will settle onto the water's flow speed)
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item_drop_settings.fluid_drag = 0.2 --how much drag water has on items (how quickly an item's motion will settle onto the water's flow speed)
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item_drop_settings.ground_drag = 0.6 --how much friction with the ground slows items sliding on it
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item_drop_settings.radius_magnet = 2.0 --radius of item magnet. MUST BE LARGER THAN radius_collect!
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item_drop_settings.radius_magnet = 2.0 --radius of item magnet. MUST BE LARGER THAN radius_collect!
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item_drop_settings.xp_radius_magnet = 7.25 --radius of xp magnet. MUST BE LARGER THAN radius_collect!
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item_drop_settings.xp_radius_magnet = 7.25 --radius of xp magnet. MUST BE LARGER THAN radius_collect!
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item_drop_settings.radius_collect = 0.2 --radius of collection
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item_drop_settings.radius_collect = 0.2 --radius of collection
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@ -832,7 +833,22 @@ minetest.register_entity(":__builtin:item", {
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end
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end
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end
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end
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end
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end
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--disable_physics(self.object, self)
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-- apply ground drag
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local oldvel = self.object:get_velocity()
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-- ignore momentum if it's tiny
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if math.abs(oldvel.x) < 0.05 and math.abs(oldvel.z) < 0.05 then
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disable_physics(self.object, self)
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disable_physics(self.object, self)
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return
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end
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local newvel = {
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x = oldvel.x - oldvel.x * ground_drag * dtime,
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y = oldvel.y,
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z = oldvel.z - oldvel.z * ground_drag * dtime
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}
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self.object:set_velocity(new_vel)
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end
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end
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else
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else
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if self._magnet_active == false then
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if self._magnet_active == false then
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