forked from Mirrorlandia_minetest/minetest
Make player liquid speed independent of FPS (#7543)
Make player liquid speed independent of FPS. Fix codestyle issues in code block.
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@ -165,31 +165,32 @@ void ClientEnvironment::step(float dtime)
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{
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// Apply physics
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if(!free_move && !is_climbing)
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{
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if (!free_move && !is_climbing) {
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// Gravity
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v3f speed = lplayer->getSpeed();
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if (!lplayer->in_liquid)
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speed.Y -= lplayer->movement_gravity * lplayer->physics_override_gravity * dtime_part * 2;
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speed.Y -= lplayer->movement_gravity *
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lplayer->physics_override_gravity * dtime_part * 2.0f;
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// Liquid floating / sinking
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if (lplayer->in_liquid && !lplayer->swimming_vertical)
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speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2;
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speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2.0f;
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// Liquid resistance
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if(lplayer->in_liquid_stable || lplayer->in_liquid)
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{
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// How much the node's viscosity blocks movement, ranges between 0 and 1
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// Should match the scale at which viscosity increase affects other liquid attributes
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const f32 viscosity_factor = 0.3;
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if (lplayer->in_liquid_stable || lplayer->in_liquid) {
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// How much the node's viscosity blocks movement, ranges
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// between 0 and 1. Should match the scale at which viscosity
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// increase affects other liquid attributes.
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static const f32 viscosity_factor = 0.3f;
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v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
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f32 dl = d_wanted.getLength();
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if (dl > lplayer->movement_liquid_fluidity_smooth)
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dl = lplayer->movement_liquid_fluidity_smooth;
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dl *= (lplayer->liquid_viscosity * viscosity_factor) + (1 - viscosity_factor);
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v3f d = d_wanted.normalize() * dl;
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dl *= (lplayer->liquid_viscosity * viscosity_factor) +
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(1 - viscosity_factor);
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v3f d = d_wanted.normalize() * (dl * dtime_part * 100.0f);
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speed += d;
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}
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