Kinematic movement process improvements. Hope they stick.

This commit is contained in:
Dustin 2025-05-03 21:20:08 -07:00
parent d587eae523
commit 07e0438341

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@ -160,18 +160,6 @@ func new_move_actor_as_desired(_delta :float,
_state :StateAnimatedActor,
_movement_override_normal := Vector2(0,0),
_velocity_override := Vector2(0,0)) -> Vector2:
## Calculated movement speed.
# var movement_params :Dictionary = {
# "_base_h_move_speed" : _state.horizontal_speed,
# "_base_h_move_acceleration" : _state.horizontal_acceleration,
# "_base_h_move_speed_modifier" : _state.horizontal_speed_offset,
# "_base_h_move_modifier_move_acceleration" : _state.horizontal_speed_offset_acceleration,
# "_jerk_factor" : _state.jerk_factor,
# "_gravity" : _state.gravity
# }
var movement_parameters :MovementParameters = _state.get_movement_parameters()
if modifier and modifier.is_active:
movement_parameters.apply_state_modifier(modifier)
var calc_velocity = Vector2.ZERO
if _velocity_override.x != 0.0:
@ -209,6 +197,10 @@ func new_move_actor_as_desired(_delta :float,
impulse_applied_dir = sign(calc_velocity.x)
var movement_parameters :MovementParameters = _state.get_movement_parameters()
if modifier and modifier.is_active:
movement_parameters.apply_state_modifier(modifier)
## Inertia only applies if there is a difference between the
# base move speed and a derived move speed. This makes it so all you
# have to do is provide a move speed and that is the speed we will travel.
@ -247,27 +239,34 @@ func new_move_actor_as_desired(_delta :float,
## We are always moving from h_speed.x towards y at a given rate
## if we have a difference of speed and an acceleration
if h_speed.x != h_speed.y and calc_acceleration.x != 0.0:
debug_speed_tracker = h_speed
## Start speed really shouldn't be less than zero (modifiers can do this)
# if h_speed.x < h_speed.y:
# h_speed.x = clamp(h_speed.x,0.0,h_speed.y)
## If we have mismatched signs we'll get really bad behavior
if sign(h_speed.y) != sign(h_speed.x):
if h_speed.x < h_speed.y:
h_speed.x = clamp(h_speed.x, 0.0, h_speed.y)
else:
h_speed.y = clamp(h_speed.y, 0.0, h_speed.x)
##TODO: Find a better way to apply impulse on target velocity changes.
## Determine whether we should apply impulse
## If there is currently no inertia apply the base h_speed
## If the direction of our inertia is different to our intended speed direction
# and the inertia is not already in range of the movement speed, apply impulse.
# range part is working but we need to also apply it when we have zero
# velocity, hopefully we're at full stop at this point
##
if sign(calc_inertia.x) != sign(h_speed.x):
## Only if inertia is not already in range.
# if calc_inertia.x <= h_speed.x or calc_inertia.x >= h_speed.y:
if is_out_of_range(calc_inertia.x, h_speed.x, h_speed.y):
if is_out_of_range(calc_inertia.x, h_speed.x, h_speed.y) or h_speed != debug_speed_tracker:
## ? But we only want to do this once though.
if impulse_applied == false:
print("Movement Impulse applied: ", h_speed.x)
calc_inertia.x += h_speed.x
impulse_applied = true
impulse_applied_dir = move_direction.x
debug_speed_tracker = h_speed
# elif calc_inertia.x != 0.0:
# ##WIP: attempts to apply start speed only once
# if h_speed.x < h_speed.y:
@ -277,22 +276,14 @@ func new_move_actor_as_desired(_delta :float,
# if calc_inertia.x > h_speed.x and sign(move_direction.x) == calc_inertial_dir.x:
# calc_inertia.x = h_speed.x
if modifier and modifier.is_active:
var foo = 2+2 # breakpoint check
## Apply acceleration
calc_inertia.x = move_toward(calc_inertia.x, h_speed.y, calc_acceleration.x * _delta)
## Apply friction
#calc_inertia.x = move_toward(calc_inertia.x, 0, abs(calc_friction.x * _delta))
if modifier and modifier.is_active:
var foo = 2+2 # breakpoint check
## Working but trying something new:
# if h_speed.y > h_speed.x:
# calc_inertia.x = move_toward(calc_inertia.x, h_speed.y, (calc_acceleration.x * _delta))
# else:
# ## use of move_toward forcing need to apply negative accel as postitive.
# #calc_inertia.x = move_toward(calc_inertia.x, h_speed.y, abs(calc_acceleration.x * _delta))
# calc_inertia.x = clamp( calc_inertia.x + (calc_acceleration.x * _delta),
# h_speed.y , h_speed.x)
elif calc_inertia.x != 0.0 and calc_acceleration.x != 0.0: ## We still have inertia but no difference in movement