generated from krampus/template-godot4
Shot curve using a simulated Magnus effect
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d129a410b8
commit
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@ -12,6 +12,7 @@ enum Type {
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}
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const TERRAIN_DAMPING_EPSILON := 1e-6
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const MAGNUS_EPSILON := 1e-3
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const IRON_DAMPING := 9999.0
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## Angular damping while in air
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@ -21,6 +22,16 @@ const IRON_DAMPING := 9999.0
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## Angular damping for iron balls
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@export var iron_damping := 9999.0
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#@export var fluid_density := 1.225
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#@export var lift_coefficient := 0.05
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#@export var radius := 0.05
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## Coefficient of angular velocity influence on linear velocity
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## This is approximately 1/2 * rho * C_L * pi * r^2
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## where `rho` is the fluid density of the medium, or 1.225 for air at sea level,
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## and `C_L` is the lift coefficient which for our purposes is 0.05,
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## and `r` is the radius of the ball, which is 5cm.
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@export var magnus_coefficient := 0.00024
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## Causes the ball to act more like a brick
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@export var iron_ball := false:
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set(value):
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@ -59,15 +70,22 @@ func _total_terrain_angular_damping() -> float:
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)
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func _magnus_force() -> Vector3:
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return magnus_coefficient * angular_velocity.cross(linear_velocity)
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func _integrate_forces(state: PhysicsDirectBodyState3D) -> void:
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if not _awake:
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# Triggered on first frame after waking
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_awake = true
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_position_on_last_wake = global_position
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_last_contact_normal = Vector3.UP
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# TODO something's fucky here... I think this gets called once after the ball sleeps
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var damping := air_damping
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if state.get_contact_count():
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constant_force = Vector3.ZERO
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# We want the contact normal which minimizes the angle to the up vector
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var min_dot := -1.0
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for i: int in range(state.get_contact_count()):
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@ -85,6 +103,13 @@ func _integrate_forces(state: PhysicsDirectBodyState3D) -> void:
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angular_damp = damping
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func _physics_process(_delta: float) -> void:
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# Simulate magnus effect
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var magnus := _magnus_force()
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if magnus.length_squared() > MAGNUS_EPSILON:
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apply_central_force(magnus)
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func enter_zone(zone: BallZone) -> void:
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_zones.push_back(zone)
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@ -34,8 +34,13 @@ script/source = "extends Control
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const COLOR_X := Color(1, 0, 0)
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const COLOR_Y := Color(0, 1, 0)
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const COLOR_Z := Color(0, 0, 1)
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const COLOR_MAGNUS := Color.CYAN
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const MAGNUS_SCALE := 3
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const WIDTH := 4
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@export var draw_reoriented_basis := true
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@export var draw_magnus_effect := true
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@onready var physics_ball: GameBall = $\"..\"
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@ -45,9 +50,9 @@ func _process(_delta: float) -> void:
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func _draw() -> void:
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if physics_ball._last_contact_normal != null:
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var camera := get_viewport().get_camera_3d()
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var start := camera.unproject_position(physics_ball.global_position)
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var camera := get_viewport().get_camera_3d()
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var start := camera.unproject_position(physics_ball.global_position)
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if draw_reoriented_basis and physics_ball._last_contact_normal != null:
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var basis := physics_ball.get_reoriented_basis()
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var end_x := camera.unproject_position(physics_ball.global_position + basis.x)
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var end_y := camera.unproject_position(physics_ball.global_position + basis.y)
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@ -55,6 +60,10 @@ func _draw() -> void:
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draw_line(start, end_x, COLOR_X, WIDTH)
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draw_line(start, end_y, COLOR_Y, WIDTH)
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draw_line(start, end_z, COLOR_Z, WIDTH)
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if draw_magnus_effect:
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var end := camera.unproject_position(physics_ball.global_position + physics_ball._magnus_force() * MAGNUS_SCALE)
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draw_line(start, end, COLOR_MAGNUS, WIDTH)
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"
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[node name="PhysicsBall" type="RigidBody3D"]
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@ -86,5 +95,6 @@ anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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script = SubResource("GDScript_p4v7o")
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draw_reoriented_basis = false
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[connection signal="sleeping_state_changed" from="." to="." method="_on_sleeping_state_changed"]
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@ -35,6 +35,12 @@ const BIG_POWER_THRESHOLD := 0.7
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## Amount of life lost when landing in water
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const WATER_DAMAGE := 10.0
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## Angle of influence that shot curve has, in radians
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const CURVE_INFLUENCE := PI / 8
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## Maximum absolute curve for the "nice shot" animation to play
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const NICE_THRESHOLD := 0.2
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## In Driving Range mode, the ball can be retrieved in the shot phase.
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@export var driving_range := false
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@ -108,7 +114,7 @@ var shot_curve: float:
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set(value):
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hud.curve_bar.value = value
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get:
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return hud.power_bar.value
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return hud.curve_bar.value
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var game_ball: GameBall:
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get:
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@ -231,13 +237,22 @@ func take_shot() -> void:
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print_debug("WHACK!\nPower: ", shot_power, "\nCurve: ", shot_curve)
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# Momentary impulse applied to the ball
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var impulse := get_shot_impulse(shot_power)
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print_debug("Shot impulse: ", impulse, "; ", impulse.length(), " N*s")
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var curve := shot_ref.global_basis.x.normalized() * shot_curve
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# Position where the ball is hit (imparts spin)
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var offset := curve * 0.001
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print_debug("Shot offset: ", offset, "; ", offset.length(), " m")
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# Rotate impulse
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impulse = impulse.rotated(Vector3.UP, -shot_curve * CURVE_INFLUENCE)
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if game_ball:
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game_ball.iron_ball = club == Club.Type.IRON
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game_ball.freeze = false
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game_ball.apply_central_impulse(impulse)
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game_ball.apply_impulse(impulse, offset)
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# Use a ball if a limited type is selected
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if player.get_balls(ball_type) > 0:
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@ -407,7 +422,11 @@ func _on_phase_change(new_phase: Phase) -> void:
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hud.power_bar.hide()
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hud.curve_bar.hide()
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hud.play_nice_animation()
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if perfect_aim:
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shot_curve = 0.0
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if abs(shot_curve) <= NICE_THRESHOLD:
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hud.play_nice_animation()
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if not driving_range:
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shot_animation.play("shoot")
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