wrong boost height math
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@ -404,11 +404,12 @@ impl TryFrom<[f32;3]> for Unit32Vec3{
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*/
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///[-1.0,1.0] = [-2^32,2^32]
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#[derive(Clone,Copy,Hash,Eq,Ord,PartialEq,PartialOrd)]
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#[derive(Clone,Copy,Debug,Hash,Eq,Ord,PartialEq,PartialOrd)]
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pub struct Planar64(i64);
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impl Planar64{
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pub const ZERO:Self=Self(0);
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pub const ONE:Self=Self(1<<32);
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pub const FRAC_1_SQRT2:Self=Self(3_037_000_500);
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#[inline]
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pub const fn int(num:i32)->Self{
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Self(Self::ONE.0*num as i64)
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@ -563,7 +564,7 @@ impl std::ops::Div<Planar64> for Planar64{
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///[-1.0,1.0] = [-2^32,2^32]
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#[derive(Clone,Copy,Default,Hash,Eq,PartialEq)]
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#[derive(Clone,Copy,Debug,Default,Hash,Eq,PartialEq)]
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pub struct Planar64Vec3(glam::I64Vec3);
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impl Planar64Vec3{
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pub const ZERO:Self=Planar64Vec3(glam::I64Vec3::ZERO);
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@ -629,6 +630,14 @@ impl Planar64Vec3{
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)>>32) as i64)
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}
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#[inline]
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/* pub fn cross(&self,rhs:Self)->Planar64Vec3{
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Planar64Vec3(((
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(self.0.x as i128)*(rhs.0.x as i128)+
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(self.0.y as i128)*(rhs.0.y as i128)+
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(self.0.z as i128)*(rhs.0.z as i128)
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)>>32) as i64)
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}*/
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#[inline]
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pub fn length(&self)->Planar64{
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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);
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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
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let mut intersecting=crate::model::IntersectingAttributes::default();
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let mut contacting=crate::model::ContactingAttributes::default();
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let mut force_can_collide=can_collide;
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const GRAVITY:Planar64Vec3=Planar64Vec3::int(0,-100,0);
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match name{
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"Water"=>{
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force_can_collide=false;
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@ -123,7 +124,20 @@ fn get_attributes(name:&str,can_collide:bool,velocity:Planar64Vec3,force_interse
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}
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//need some way to skip this
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if velocity!=Planar64Vec3::ZERO{
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general.booster=Some(crate::model::GameMechanicBooster::Velocity(velocity));
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//assume all vertical boosters are targetting a height
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let vg=velocity.dot(GRAVITY);
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if Planar64::ZERO<=vg{
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//weird down booster
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general.booster=Some(crate::model::GameMechanicBooster::Velocity(velocity));
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}else{
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println!("set attr");
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let gg=GRAVITY.dot(GRAVITY);
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let height=-vg*gg.sqrt().sqrt()*Planar64::FRAC_1_SQRT2/gg;//vi/sqrt(-2*a)=d
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let v=velocity-GRAVITY*(vg/gg);
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//if we are adding zero SO BE IT, the check to see if the vectors are parallel is too sensitive
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general.booster=Some(crate::model::GameMechanicBooster::Velocity(v));
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general.trajectory=Some(crate::model::GameMechanicSetTrajectory::Height(height));
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}
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}
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match force_can_collide{
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true=>{
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@ -119,12 +119,12 @@ pub enum GameMechanicBooster{
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Velocity(Planar64Vec3),//straight up boost velocity adds to your current velocity
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Energy{direction:Planar64Vec3,energy:Planar64},//increase energy in direction
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}
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#[derive(Clone)]
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#[derive(Clone,Debug)]
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pub enum TrajectoryChoice{
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HighArcLongDuration,//underhand lob at target: less horizontal speed and more air time
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LowArcShortDuration,//overhand throw at target: more horizontal speed and less air time
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}
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#[derive(Clone)]
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#[derive(Clone,Debug)]
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pub enum GameMechanicSetTrajectory{
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AirTime(Time),//air time (relative to gravity direction) is invariant across mass and gravity changes
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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
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}
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match &general.trajectory{
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Some(trajectory)=>{
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println!("??? {:?}",trajectory);
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match trajectory{
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crate::model::GameMechanicSetTrajectory::AirTime(_) => todo!(),
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crate::model::GameMechanicSetTrajectory::Height(_) => todo!(),
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crate::model::GameMechanicSetTrajectory::TargetPointTime { target_point, time } => todo!(),
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crate::model::GameMechanicSetTrajectory::TrajectoryTargetPoint { target_point, speed, trajectory_choice } => todo!(),
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&crate::model::GameMechanicSetTrajectory::Height(height)=>{
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//vg=sqrt(-2*gg*height)
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println!("height booster h={}",height);
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let vg=v.dot(self.style.gravity);
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let gg=self.style.gravity.dot(self.style.gravity);
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let hb=(gg.sqrt()*height*2).sqrt()*gg.sqrt();
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println!("hb={} vg={}",hb,vg);
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let b=self.style.gravity*((-hb-vg)/gg);
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println!("bopo {}",b);
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v+=b;
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},
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&crate::model::GameMechanicSetTrajectory::Velocity(velocity)=>v=velocity,
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crate::model::GameMechanicSetTrajectory::DotVelocity { direction, dot } => todo!(),
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crate::model::GameMechanicSetTrajectory::AirTime(_)
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|crate::model::GameMechanicSetTrajectory::TargetPointTime{target_point:_,time:_}
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|crate::model::GameMechanicSetTrajectory::TrajectoryTargetPoint{target_point:_,speed:_,trajectory_choice:_}
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|crate::model::GameMechanicSetTrajectory::DotVelocity{direction:_,dot:_}
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=>(),
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}
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self.touching.constrain_velocity(&self.models,&mut v);
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},
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