wrong boost height math

This commit is contained in:
Quaternions 2023-10-17 22:08:34 -07:00
parent f4c6c6ee58
commit e8343bd865
4 changed files with 45 additions and 10 deletions

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@ -404,11 +404,12 @@ impl TryFrom<[f32;3]> for Unit32Vec3{
*/ */
///[-1.0,1.0] = [-2^32,2^32] ///[-1.0,1.0] = [-2^32,2^32]
#[derive(Clone,Copy,Hash,Eq,Ord,PartialEq,PartialOrd)] #[derive(Clone,Copy,Debug,Hash,Eq,Ord,PartialEq,PartialOrd)]
pub struct Planar64(i64); pub struct Planar64(i64);
impl Planar64{ impl Planar64{
pub const ZERO:Self=Self(0); pub const ZERO:Self=Self(0);
pub const ONE:Self=Self(1<<32); pub const ONE:Self=Self(1<<32);
pub const FRAC_1_SQRT2:Self=Self(3_037_000_500);
#[inline] #[inline]
pub const fn int(num:i32)->Self{ pub const fn int(num:i32)->Self{
Self(Self::ONE.0*num as i64) Self(Self::ONE.0*num as i64)
@ -563,7 +564,7 @@ impl std::ops::Div<Planar64> for Planar64{
///[-1.0,1.0] = [-2^32,2^32] ///[-1.0,1.0] = [-2^32,2^32]
#[derive(Clone,Copy,Default,Hash,Eq,PartialEq)] #[derive(Clone,Copy,Debug,Default,Hash,Eq,PartialEq)]
pub struct Planar64Vec3(glam::I64Vec3); pub struct Planar64Vec3(glam::I64Vec3);
impl Planar64Vec3{ impl Planar64Vec3{
pub const ZERO:Self=Planar64Vec3(glam::I64Vec3::ZERO); pub const ZERO:Self=Planar64Vec3(glam::I64Vec3::ZERO);
@ -629,6 +630,14 @@ impl Planar64Vec3{
)>>32) as i64) )>>32) as i64)
} }
#[inline] #[inline]
/* pub fn cross(&self,rhs:Self)->Planar64Vec3{
Planar64Vec3(((
(self.0.x as i128)*(rhs.0.x as i128)+
(self.0.y as i128)*(rhs.0.y as i128)+
(self.0.z as i128)*(rhs.0.z as i128)
)>>32) as i64)
}*/
#[inline]
pub fn length(&self)->Planar64{ pub fn length(&self)->Planar64{
let radicand=(self.0.x as i128)*(self.0.x as i128)+(self.0.y as i128)*(self.0.y as i128)+(self.0.z as i128)*(self.0.z as i128); let radicand=(self.0.x as i128)*(self.0.x as i128)+(self.0.y as i128)*(self.0.y as i128)+(self.0.z as i128)*(self.0.z as i128);
Planar64(unsafe{(radicand as f64).sqrt().to_int_unchecked()}) Planar64(unsafe{(radicand as f64).sqrt().to_int_unchecked()})

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@ -49,6 +49,7 @@ fn get_attributes(name:&str,can_collide:bool,velocity:Planar64Vec3,force_interse
let mut intersecting=crate::model::IntersectingAttributes::default(); let mut intersecting=crate::model::IntersectingAttributes::default();
let mut contacting=crate::model::ContactingAttributes::default(); let mut contacting=crate::model::ContactingAttributes::default();
let mut force_can_collide=can_collide; let mut force_can_collide=can_collide;
const GRAVITY:Planar64Vec3=Planar64Vec3::int(0,-100,0);
match name{ match name{
"Water"=>{ "Water"=>{
force_can_collide=false; force_can_collide=false;
@ -123,7 +124,20 @@ fn get_attributes(name:&str,can_collide:bool,velocity:Planar64Vec3,force_interse
} }
//need some way to skip this //need some way to skip this
if velocity!=Planar64Vec3::ZERO{ if velocity!=Planar64Vec3::ZERO{
//assume all vertical boosters are targetting a height
let vg=velocity.dot(GRAVITY);
if Planar64::ZERO<=vg{
//weird down booster
general.booster=Some(crate::model::GameMechanicBooster::Velocity(velocity)); general.booster=Some(crate::model::GameMechanicBooster::Velocity(velocity));
}else{
println!("set attr");
let gg=GRAVITY.dot(GRAVITY);
let height=-vg*gg.sqrt().sqrt()*Planar64::FRAC_1_SQRT2/gg;//vi/sqrt(-2*a)=d
let v=velocity-GRAVITY*(vg/gg);
//if we are adding zero SO BE IT, the check to see if the vectors are parallel is too sensitive
general.booster=Some(crate::model::GameMechanicBooster::Velocity(v));
general.trajectory=Some(crate::model::GameMechanicSetTrajectory::Height(height));
}
} }
match force_can_collide{ match force_can_collide{
true=>{ true=>{

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@ -119,12 +119,12 @@ pub enum GameMechanicBooster{
Velocity(Planar64Vec3),//straight up boost velocity adds to your current velocity Velocity(Planar64Vec3),//straight up boost velocity adds to your current velocity
Energy{direction:Planar64Vec3,energy:Planar64},//increase energy in direction Energy{direction:Planar64Vec3,energy:Planar64},//increase energy in direction
} }
#[derive(Clone)] #[derive(Clone,Debug)]
pub enum TrajectoryChoice{ pub enum TrajectoryChoice{
HighArcLongDuration,//underhand lob at target: less horizontal speed and more air time HighArcLongDuration,//underhand lob at target: less horizontal speed and more air time
LowArcShortDuration,//overhand throw at target: more horizontal speed and less air time LowArcShortDuration,//overhand throw at target: more horizontal speed and less air time
} }
#[derive(Clone)] #[derive(Clone,Debug)]
pub enum GameMechanicSetTrajectory{ pub enum GameMechanicSetTrajectory{
AirTime(Time),//air time (relative to gravity direction) is invariant across mass and gravity changes AirTime(Time),//air time (relative to gravity direction) is invariant across mass and gravity changes
Height(Planar64),//boost height (relative to gravity direction) is invariant across mass and gravity changes Height(Planar64),//boost height (relative to gravity direction) is invariant across mass and gravity changes

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@ -1395,13 +1395,25 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
} }
match &general.trajectory{ match &general.trajectory{
Some(trajectory)=>{ Some(trajectory)=>{
println!("??? {:?}",trajectory);
match trajectory{ match trajectory{
crate::model::GameMechanicSetTrajectory::AirTime(_) => todo!(), &crate::model::GameMechanicSetTrajectory::Height(height)=>{
crate::model::GameMechanicSetTrajectory::Height(_) => todo!(), //vg=sqrt(-2*gg*height)
crate::model::GameMechanicSetTrajectory::TargetPointTime { target_point, time } => todo!(), println!("height booster h={}",height);
crate::model::GameMechanicSetTrajectory::TrajectoryTargetPoint { target_point, speed, trajectory_choice } => todo!(), let vg=v.dot(self.style.gravity);
let gg=self.style.gravity.dot(self.style.gravity);
let hb=(gg.sqrt()*height*2).sqrt()*gg.sqrt();
println!("hb={} vg={}",hb,vg);
let b=self.style.gravity*((-hb-vg)/gg);
println!("bopo {}",b);
v+=b;
},
&crate::model::GameMechanicSetTrajectory::Velocity(velocity)=>v=velocity, &crate::model::GameMechanicSetTrajectory::Velocity(velocity)=>v=velocity,
crate::model::GameMechanicSetTrajectory::DotVelocity { direction, dot } => todo!(), crate::model::GameMechanicSetTrajectory::AirTime(_)
|crate::model::GameMechanicSetTrajectory::TargetPointTime{target_point:_,time:_}
|crate::model::GameMechanicSetTrajectory::TrajectoryTargetPoint{target_point:_,speed:_,trajectory_choice:_}
|crate::model::GameMechanicSetTrajectory::DotVelocity{direction:_,dot:_}
=>(),
} }
self.touching.constrain_velocity(&self.models,&mut v); self.touching.constrain_velocity(&self.models,&mut v);
}, },