Move fiction constant to top of file, suppress cart flips when direction reverses due to gravity or end of track
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@ -8,6 +8,7 @@ mcl_minecarts.modpath = minetest.get_modpath(modname)
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mcl_minecarts.speed_max = 10
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mcl_minecarts.check_float_time = 15
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local max_step_distance = 0.5
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local friction = 0.1
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dofile(mcl_minecarts.modpath.."/functions.lua")
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dofile(mcl_minecarts.modpath.."/rails.lua")
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@ -371,26 +372,41 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
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local passenger_attach_position = vector.new(0, -1.75, 0)
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local function update_cart_orientation(self,staticdata)
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local rot = self.object:get_rotation()
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-- constants
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local _2_pi = math.pi * 2
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local pi = math.pi
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local dir = staticdata.dir
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if dir.x < 0 then
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rot.y = 0.5 * math.pi
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elseif dir.x > 0 then
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rot.y = 1.5 * math.pi
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elseif dir.z < 0 then
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rot.y = 1 * math.pi
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-- Calculate an angle from the x,z direction components
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local rot_y = math.atan2( dir.x, dir.z ) + ( staticdata.rot_adjust or 0 )
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if rot_y < 0 then
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rot_y = rot_y + _2_pi
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end
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-- Check if the rotation is a 180 flip and don't change if so
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local rot = self.object:get_rotation()
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local diff = math.abs((rot_y - ( rot.y + pi ) % _2_pi) )
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if diff < 0.001 or diff > _2_pi - 0.001 then
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-- Update rotation adjust and recalculate the rotation
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staticdata.rot_adjust = ( ( staticdata.rot_adjust or 0 ) + pi ) % _2_pi
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rot.y = math.atan2( dir.x, dir.z ) + ( staticdata.rot_adjust or 0 )
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else
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rot.y = 0
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rot.y = rot_y
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end
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-- Forward/backwards tilt (pitch)
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if dir.y < 0 then
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rot.x = -0.25 * math.pi
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rot.x = -0.25 * pi
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elseif dir.y > 0 then
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rot.x = 0.25 * math.pi
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rot.x = 0.25 * pi
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else
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rot.x = 0
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end
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if ( staticdata.rot_adjust or 0 ) < 0.01 then
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rot.x = -rot.x
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end
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self.object:set_rotation(rot)
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end
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@ -473,7 +489,6 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
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if not staticdata.connected_at then return end
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local acceleration = 0
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local friction = 0.1
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if DEBUG and staticdata.velocity > 0 then
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print( " acceleration="..tostring(acceleration)..",velocity="..tostring(staticdata.velocity)..
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@ -491,9 +506,6 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
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elseif self._brake then
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acceleration = -1.5
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elseif self._punched then
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if statcdata.velocity < 1 then
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staticdata.velocity = 1
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end
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acceleration = 2
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elseif self._fueltime and self._fueltime > 0 then
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acceleration = 0.6
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@ -567,6 +579,11 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
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staticdata.delay = 0
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end
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local initial_velocity = 1
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if self._punched and statcdata.velocity < initial_velocity then
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staticdata.velocity = initial_velocity
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end
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-- Break long movements into fixed-size steps so that
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-- it is impossible to jump across gaps due to server lag
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-- causing large timesteps
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