# water.ludic - a body that floats: each step it is buoyed against the surface PhysWater gives, # carried by its current, and slowed by its drags. Reaching the water is a PHYS_SPLASH fact. const PH_K: int = 4 # buoyancy 1 floats level with the surface, more rides higher; drags in 1/s export function phys_float(physics_st: mut PhysicsState, id: int, buoyancy: float, linear_drag: float, angular_drag: float) -> void { ph_buffers() phys_sink(physics_st, id) push(physics_st.ph_floats, id) push(physics_st.ph_float_k, buoyancy) push(physics_st.ph_float_k, linear_drag) push(physics_st.ph_float_k, angular_drag) push(physics_st.ph_float_k, 0.0) } # no longer floats (it is still a body); every removal asks, so the lists are filtered into a kept # spare pair and swapped, never made anew export function phys_sink(physics_st: mut PhysicsState, id: int) -> void { if physics_st.ph_floats == null { return } let ids = physics_st.ph_floats2 let ks = physics_st.ph_float_k2 List.clear(ids) List.clear(ks) for i in 0 .. len(physics_st.ph_floats) { if physics_st.ph_floats[i] != id { push(ids, physics_st.ph_floats[i]) for k in 0 .. PH_K { push(ks, physics_st.ph_float_k[i * PH_K + k]) } } } physics_st.ph_floats2 = physics_st.ph_floats physics_st.ph_float_k2 = physics_st.ph_float_k physics_st.ph_floats = ids physics_st.ph_float_k = ks } export function phys_floating(physics_st: PhysicsState, id: int) -> bool { if physics_st.ph_floats == null { return false } for i in 0 .. len(physics_st.ph_floats) { if physics_st.ph_floats[i] == id { return true } } return false } function ph_buoy_all(physics_st: mut PhysicsState) -> void { let dt = physics_st.ph_step for i in 0 .. len(physics_st.ph_floats) { let id = physics_st.ph_floats[i] if jph_body_read(physics_st.ph_world, id, physics_st.ph_vals) == 0 { ph_buoy_one(physics_st, i, id, physics_st.ph_vals[0], physics_st.ph_vals[2], dt) } } } function ph_buoy_one(physics_st: mut PhysicsState, i: int, id: int, x: float, z: float, dt: float) -> void { let sy = PhysWater.height(x, z) if sy <= PHYS_NONE { return } let k = i * PH_K let cx = PhysWater.current_x(x, z) let cz = PhysWater.current_z(x, z) let kk = physics_st.ph_float_k let wet = jph_body_buoyancy(physics_st.ph_world, id, sy, 0.0, 1.0, 0.0, kk[k], kk[k + 1], kk[k + 2], cx, cz, dt) if wet == 1 and kk[k + 3] == 0.0 { ph_splash(physics_st, id, x, sy, z) } physics_st.ph_float_k[k + 3] = float(wet) } function ph_splash(physics_st: mut PhysicsState, id: int, x: float, y: float, z: float) -> void { let f = ph_fact_record(physics_st) f.what = PHYS_SPLASH f.a = id f.b = -1 f.speed = 0.0 f.x = x; f.y = y; f.z = z q_push(phys_facts(physics_st), f) }