Shot curve using a simulated Magnus effect

This commit is contained in:
Rob Kelly 2024-11-21 02:19:00 -07:00
parent d129a410b8
commit e723e0c022
3 changed files with 60 additions and 6 deletions

View File

@ -12,6 +12,7 @@ enum Type {
}
const TERRAIN_DAMPING_EPSILON := 1e-6
const MAGNUS_EPSILON := 1e-3
const IRON_DAMPING := 9999.0
## Angular damping while in air
@ -21,6 +22,16 @@ const IRON_DAMPING := 9999.0
## Angular damping for iron balls
@export var iron_damping := 9999.0
#@export var fluid_density := 1.225
#@export var lift_coefficient := 0.05
#@export var radius := 0.05
## Coefficient of angular velocity influence on linear velocity
## This is approximately 1/2 * rho * C_L * pi * r^2
## where `rho` is the fluid density of the medium, or 1.225 for air at sea level,
## and `C_L` is the lift coefficient which for our purposes is 0.05,
## and `r` is the radius of the ball, which is 5cm.
@export var magnus_coefficient := 0.00024
## Causes the ball to act more like a brick
@export var iron_ball := false:
set(value):
@ -59,15 +70,22 @@ func _total_terrain_angular_damping() -> float:
)
func _magnus_force() -> Vector3:
return magnus_coefficient * angular_velocity.cross(linear_velocity)
func _integrate_forces(state: PhysicsDirectBodyState3D) -> void:
if not _awake:
# Triggered on first frame after waking
_awake = true
_position_on_last_wake = global_position
_last_contact_normal = Vector3.UP
# TODO something's fucky here... I think this gets called once after the ball sleeps
var damping := air_damping
if state.get_contact_count():
constant_force = Vector3.ZERO
# We want the contact normal which minimizes the angle to the up vector
var min_dot := -1.0
for i: int in range(state.get_contact_count()):
@ -85,6 +103,13 @@ func _integrate_forces(state: PhysicsDirectBodyState3D) -> void:
angular_damp = damping
func _physics_process(_delta: float) -> void:
# Simulate magnus effect
var magnus := _magnus_force()
if magnus.length_squared() > MAGNUS_EPSILON:
apply_central_force(magnus)
func enter_zone(zone: BallZone) -> void:
_zones.push_back(zone)

View File

@ -34,8 +34,13 @@ script/source = "extends Control
const COLOR_X := Color(1, 0, 0)
const COLOR_Y := Color(0, 1, 0)
const COLOR_Z := Color(0, 0, 1)
const COLOR_MAGNUS := Color.CYAN
const MAGNUS_SCALE := 3
const WIDTH := 4
@export var draw_reoriented_basis := true
@export var draw_magnus_effect := true
@onready var physics_ball: GameBall = $\"..\"
@ -45,9 +50,9 @@ func _process(_delta: float) -> void:
func _draw() -> void:
if physics_ball._last_contact_normal != null:
var camera := get_viewport().get_camera_3d()
var start := camera.unproject_position(physics_ball.global_position)
var camera := get_viewport().get_camera_3d()
var start := camera.unproject_position(physics_ball.global_position)
if draw_reoriented_basis and physics_ball._last_contact_normal != null:
var basis := physics_ball.get_reoriented_basis()
var end_x := camera.unproject_position(physics_ball.global_position + basis.x)
var end_y := camera.unproject_position(physics_ball.global_position + basis.y)
@ -55,6 +60,10 @@ func _draw() -> void:
draw_line(start, end_x, COLOR_X, WIDTH)
draw_line(start, end_y, COLOR_Y, WIDTH)
draw_line(start, end_z, COLOR_Z, WIDTH)
if draw_magnus_effect:
var end := camera.unproject_position(physics_ball.global_position + physics_ball._magnus_force() * MAGNUS_SCALE)
draw_line(start, end, COLOR_MAGNUS, WIDTH)
"
[node name="PhysicsBall" type="RigidBody3D"]
@ -86,5 +95,6 @@ anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = SubResource("GDScript_p4v7o")
draw_reoriented_basis = false
[connection signal="sleeping_state_changed" from="." to="." method="_on_sleeping_state_changed"]

View File

@ -35,6 +35,12 @@ const BIG_POWER_THRESHOLD := 0.7
## Amount of life lost when landing in water
const WATER_DAMAGE := 10.0
## Angle of influence that shot curve has, in radians
const CURVE_INFLUENCE := PI / 8
## Maximum absolute curve for the "nice shot" animation to play
const NICE_THRESHOLD := 0.2
## In Driving Range mode, the ball can be retrieved in the shot phase.
@export var driving_range := false
@ -108,7 +114,7 @@ var shot_curve: float:
set(value):
hud.curve_bar.value = value
get:
return hud.power_bar.value
return hud.curve_bar.value
var game_ball: GameBall:
get:
@ -231,13 +237,22 @@ func take_shot() -> void:
print_debug("WHACK!\nPower: ", shot_power, "\nCurve: ", shot_curve)
# Momentary impulse applied to the ball
var impulse := get_shot_impulse(shot_power)
print_debug("Shot impulse: ", impulse, "; ", impulse.length(), " N*s")
var curve := shot_ref.global_basis.x.normalized() * shot_curve
# Position where the ball is hit (imparts spin)
var offset := curve * 0.001
print_debug("Shot offset: ", offset, "; ", offset.length(), " m")
# Rotate impulse
impulse = impulse.rotated(Vector3.UP, -shot_curve * CURVE_INFLUENCE)
if game_ball:
game_ball.iron_ball = club == Club.Type.IRON
game_ball.freeze = false
game_ball.apply_central_impulse(impulse)
game_ball.apply_impulse(impulse, offset)
# Use a ball if a limited type is selected
if player.get_balls(ball_type) > 0:
@ -407,7 +422,11 @@ func _on_phase_change(new_phase: Phase) -> void:
hud.power_bar.hide()
hud.curve_bar.hide()
hud.play_nice_animation()
if perfect_aim:
shot_curve = 0.0
if abs(shot_curve) <= NICE_THRESHOLD:
hud.play_nice_animation()
if not driving_range:
shot_animation.play("shoot")