Generalized resolve_inertia function. Have a bug on dash after land.
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@ -132,7 +132,6 @@ func calculate_velocity(_delta :float,
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## Acceleration is always postive because we use the current inertia
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## placement to the movement range to determine direction of movement.
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#calc_acceleration.x = abs(resolve_h_acceleration(movement_parameters, move_direction.x))
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if sign(move_direction.x) != 0:
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#calc_acceleration.x = abs(movement_parameters.get_acceleration(0).x)
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calc_acceleration.x = movement_parameters.get_acceleration().x
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@ -140,59 +139,76 @@ func calculate_velocity(_delta :float,
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push_warning("Negative Acceleration shouln't happen")
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calc_acceleration.x = abs(calc_acceleration.x)
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if sign(move_direction.y) != 0:
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calc_acceleration.y = movement_parameters.get_acceleration().y
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## Separate impulse function
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if _h_impulse_applied == false and _h_impulse_speed_tracking != h_speed:
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#(range_placement :int, inertia :float, impulse_speed_range :Vector2)
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#_h_impulse_speed_tracking = apply_impulse(h_range_placement, calc_inertia.x, h_speed )
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var impulse_inertia = apply_impulse(h_range_placement, calc_inertia.x, h_speed )
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if impulse_inertia != calc_inertia.x:
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#var foo = 2+2
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_h_impulse_speed_tracking = h_speed
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_h_impulse_applied = true
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calc_inertia.x = impulse_inertia
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if debug and movement_parameters.debug_name == 'fall':
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var foo = 2+2
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## We are always moving from h_speed.x towards y at a given rate
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## if we have a difference of speed and an acceleration
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##TODO: The Min Max could be augmented to just be h_speed.x and prevent the sliding.
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if h_speed.x != h_speed.y and calc_acceleration.x != 0.0:
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var direction_accel :float = calc_acceleration.x * _delta #* move_direction.x
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if h_speed.x > h_speed.y:
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direction_accel *= -1
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match h_range_placement:
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RANGE_PLACEMENT.BEFORE_RANGE:
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## Also apply impulse here
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if _h_impulse_applied == false:
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calc_inertia.x += h_speed.x
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_h_impulse_applied = true
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#impulse_applied_dir = move_direction.x
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calc_inertia.x = clamp(calc_inertia.x + direction_accel,
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min(calc_inertia.x, h_speed.y),
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max(calc_inertia.x, h_speed.y))
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RANGE_PLACEMENT.WITHIN_RANGE:
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## If we're within the range but our speed has just changed
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if _h_impulse_applied == false and _h_impulse_speed_tracking != h_speed:
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## Set inertia to starting speed, we're already in range
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calc_inertia.x = h_speed.x
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_h_impulse_applied = true
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calc_inertia.x = clamp(calc_inertia.x + direction_accel,
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min(h_speed.x, h_speed.y),
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max(h_speed.x, h_speed.y))
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RANGE_PLACEMENT.PAST_RANGE:
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if _h_impulse_applied == false and abs(h_speed.x) > abs(h_speed.y):
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calc_inertia.x = h_speed.x
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_h_impulse_applied = true
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calc_inertia.x = clamp(calc_inertia.x - direction_accel, # Friction
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min(calc_inertia.x, h_speed.y),
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max(calc_inertia.x, h_speed.y))
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calc_inertia.x = resolve_inertia(
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h_range_placement,
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calc_inertia.x ,
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h_speed,
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(calc_acceleration.x * _delta)
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)
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elif calc_inertia.x != 0.0 and calc_acceleration.x != 0.0: ## We still have inertia but no difference in movement
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if h_speed.x < h_speed.y:
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h_speed.x = clamp(h_speed.x,0.0,h_speed.y)
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## Move back towards the base speed
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calc_inertia.x = move_toward(calc_inertia.x, h_speed.x, calc_acceleration.x * _delta)
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else:
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## inertia is just base speed
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calc_inertia.x = h_speed.x
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calc_inertial_dir.x = 0.0 # sign(calc_inertia.x)
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## Diabled for single inertia function
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# if h_speed.x != h_speed.y and calc_acceleration.x != 0.0:
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# var direction_accel :float = calc_acceleration.x * _delta #* move_direction.x
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# if h_speed.x > h_speed.y:
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# direction_accel *= -1
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# match h_range_placement:
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# RANGE_PLACEMENT.BEFORE_RANGE:
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# ## Also apply impulse here
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# if _h_impulse_applied == false:
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# calc_inertia.x += h_speed.x
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# _h_impulse_applied = true
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#
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# calc_inertia.x = clamp(calc_inertia.x + direction_accel,
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# min(calc_inertia.x, h_speed.y),
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# max(calc_inertia.x, h_speed.y))
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# RANGE_PLACEMENT.WITHIN_RANGE:
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# ## If we're within the range but our speed has just changed
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# if _h_impulse_applied == false and _h_impulse_speed_tracking != h_speed:
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# ## Set inertia to starting speed, we're already in range
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# calc_inertia.x = h_speed.x
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# _h_impulse_applied = true
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# calc_inertia.x = clamp(calc_inertia.x + direction_accel,
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# min(h_speed.x, h_speed.y),
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# max(h_speed.x, h_speed.y))
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# RANGE_PLACEMENT.PAST_RANGE:
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# if _h_impulse_applied == false and abs(h_speed.x) > abs(h_speed.y):
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# calc_inertia.x = h_speed.x
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# _h_impulse_applied = true
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# calc_inertia.x = clamp(calc_inertia.x - direction_accel, # Friction
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# min(calc_inertia.x, h_speed.y),
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# max(calc_inertia.x, h_speed.y))
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#
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#
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# elif calc_inertia.x != 0.0 and calc_acceleration.x != 0.0: ## We still have inertia but no difference in movement
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# if h_speed.x < h_speed.y:
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# h_speed.x = clamp(h_speed.x,0.0,h_speed.y)
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#
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# ## Move back towards the base speed
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# calc_inertia.x = move_toward(calc_inertia.x, h_speed.x, calc_acceleration.x * _delta)
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#
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# else:
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# ## inertia is just base speed
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# calc_inertia.x = h_speed.x
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# calc_inertial_dir.x = 0.0 # sign(calc_inertia.x)
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## Another idea, just return the calculated velocity in PPS
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## For now, y component of velocity is just gravity
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@ -227,7 +243,6 @@ func calculate_velocity(_delta :float,
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calc_inertia.y = clamp(calc_inertia.y - direction_accel, # Friction
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min(calc_inertia.y, v_speed.y),
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max(calc_inertia.y, v_speed.y))
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else:
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## The previous vertical movement methods
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#calc_inertia.y += movement_parameters.gravity * _delta
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@ -292,44 +307,6 @@ func placement_to_speed_range(speed: float, speed_range: Vector2) -> int:
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return RANGE_PLACEMENT.BEFORE_RANGE
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return 0
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## Returns an Vector where x is MIN_SPEED and y is MAX_SPEED
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func resolve_h_speed(_params :MovementParameters) -> Vector2:
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# var base_speed :float = _params.base_move_speed.x
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# ## if a speed difference applies
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# if _params.move_speed_modifier.x != 0:
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# var speed_differance = base_speed + _params.move_speed_modifier.x
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#
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# return(Vector2(base_speed, speed_differance))
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# return Vector2(base_speed,base_speed)
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return Vector2(0,0)
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func resolve_v_speed(_params :MovementParameters) -> Vector2:
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# var base_speed :float = _params.base_move_speed.y
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# ## if a speed difference applies
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# if _params.move_speed_modifier.y != 0:
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# var speed_differance = base_speed + _params.move_speed_modifier.y
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#
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# return(Vector2(base_speed, speed_differance))
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# return Vector2(base_speed,base_speed)
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return Vector2(0,0)
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func resolve_h_acceleration(_params :MovementParameters, _move_direction :float) -> float:
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## TODO: Adjust for jerk, determine if we're currently experiencing accel
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## if a speed difference applies
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# var _acceleration :float = 0.0
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# var base_speed :float = _params.base_move_speed.x
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# if _params.move_speed_modifier.x != 0:
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# var speed_differance = base_speed + _params.move_speed_modifier.x
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# _acceleration = _params.base_move_acceleration.x + _params.move_speed_modifier_acceleration.x
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#
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# else:
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# _acceleration = _params.base_move_acceleration.x
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#
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# if sign(_move_direction) != 0:
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# return _acceleration
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# No accel returned unless intended
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return 0.0
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func resolve_move_direction(_momentum :Vector2,
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_movement_direction :Vector2) -> Vector2:
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@ -347,51 +324,73 @@ func resolve_move_direction(_momentum :Vector2,
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return Vector2(horizontal_movement_direction, vertical_movement_direction)
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#func resolve_inertia(range_placement :int, impulse_status :bool , speed_range :Vector2, delta_acceleration :float) -> float:
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# #DELTA?
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# var inertia :float = 0.0
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# if speed_range.x != speed_range.y and delta_acceleration != 0.0:
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# var direction_accel :float = delta_acceleration #* move_direction.x
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# if speed_range.x > speed_range.y:
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# direction_accel *= -1
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# match range_placement:
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# RANGE_PLACEMENT.BEFORE_RANGE:
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# ## Also apply impulse here
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func apply_impulse(range_placement :int, inertia :float, impulse_speed_range :Vector2) -> float:
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match range_placement:
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RANGE_PLACEMENT.BEFORE_RANGE:
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inertia += impulse_speed_range.x
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return inertia
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RANGE_PLACEMENT.WITHIN_RANGE:
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#if impulse_status == false: # and _h_impulse_speed_tracking != impulse_speed:
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## Set inertia to starting speed, we're already in range
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inertia = impulse_speed_range.x
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return inertia
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RANGE_PLACEMENT.PAST_RANGE:
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if abs(impulse_speed_range.x) > abs(impulse_speed_range.y):
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inertia = impulse_speed_range.x
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return inertia
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return inertia
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func resolve_inertia(range_placement :int,
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inertia :float ,
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speed_range :Vector2, delta_acceleration :float) -> float:
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if speed_range.x != speed_range.y and delta_acceleration != 0.0:
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var direction_accel :float = delta_acceleration #* move_direction.x
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if speed_range.x > speed_range.y:
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direction_accel *= -1
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match range_placement:
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RANGE_PLACEMENT.BEFORE_RANGE:
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## Also apply impulse here
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# if _h_impulse_applied == false:
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# calc_inertia.x += h_speed.x
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# inertia += speed_range.x
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# _h_impulse_applied = true
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# #impulse_applied_dir = move_direction.x
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# inertia = clamp(calc_inertia.x + direction_accel,
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# min(calc_inertia.x, h_speed.y),
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# max(calc_inertia.x, h_speed.y))
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# RANGE_PLACEMENT.WITHIN_RANGE:
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# ## If we're within the range but our speed has just changed
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#impulse_applied_dir = move_direction.x
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inertia = clamp(inertia + direction_accel,
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min(inertia, speed_range.y),
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max(inertia, speed_range.y))
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RANGE_PLACEMENT.WITHIN_RANGE:
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## If we're within the range but our speed has just changed
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# if _h_impulse_applied == false and _h_impulse_speed_tracking != h_speed:
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# ## Set inertia to starting speed, we're already in range
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# calc_inertia.x = h_speed.x
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# _h_impulse_applied = true
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# calc_inertia.x = clamp(calc_inertia.x + direction_accel,
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# min(h_speed.x, h_speed.y),
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# max(h_speed.x, h_speed.y))
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# RANGE_PLACEMENT.PAST_RANGE:
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# if _h_impulse_applied == false and abs(h_speed.x) > abs(h_speed.y):
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# calc_inertia.x = h_speed.x
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inertia = clamp(inertia + direction_accel,
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min(inertia, speed_range.y),
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max(inertia, speed_range.y))
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RANGE_PLACEMENT.PAST_RANGE:
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# if _h_impulse_applied == false and abs(speed_range.x) > abs(speed_range.y):
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# inertia = speed_range.x
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# _h_impulse_applied = true
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# calc_inertia.x = clamp(calc_inertia.x - direction_accel, # Friction
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# min(calc_inertia.x, h_speed.y),
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# max(calc_inertia.x, h_speed.y))
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#
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#
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# elif calc_inertia.x != 0.0 and calc_acceleration.x != 0.0: ## We still have inertia but no difference in movement
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# if h_speed.x < h_speed.y:
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# h_speed.x = clamp(h_speed.x,0.0,h_speed.y)
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#
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# ## Move back towards the base speed
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# calc_inertia.x = move_toward(calc_inertia.x, h_speed.x, calc_acceleration.x * _delta)
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#
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# else:
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# ## inertia is just base speed
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# calc_inertia.x = h_speed.x
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# calc_inertial_dir.x = 0.0 # sign(calc_inertia.x)
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#
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# return 0.0
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inertia = clamp(inertia - direction_accel, # Friction
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min(inertia, speed_range.y),
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max(inertia, speed_range.y))
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elif inertia != 0.0 and delta_acceleration != 0.0: ## We still have inertia but no difference in movement
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var clamped_speed = speed_range.x
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if speed_range.x < speed_range.y:
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clamped_speed.x = clamp(speed_range.x,0.0,speed_range.y)
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## Move back towards the base speed
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inertia = move_toward(inertia, clamped_speed.x, delta_acceleration)
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else:
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## inertia is just base speed
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inertia = speed_range.x
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#calc_inertial_dir.x = 0.0 # sign(calc_inertia.x)
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return inertia
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