class_name VelocityController var velocity :Vector2 var debug :bool = false const RELATIVE_DIRECTION = 0 const POSITIVE_DIRECTION = 1 const NEGATIVE_DIRECTION = -1 enum RANGE_PLACEMENT { BEFORE_RANGE = -1, WITHIN_RANGE = 0, PAST_RANGE = 1 } enum IMPULSE_PLACEMENT { LEFT_SIDE, RIGHT_SIDE } ## Could these be datatypes or a class? Sure var _h_impulse_applied :bool = false var _h_impulse_speed_tracking :Vector2 var _h_impulse_placement_tracking :int = -1 var _v_impulse_applied :bool = false var _v_impulse_speed_tracking :Vector2 func calculate_velocity(_delta :float, movement_parameters :MovementParameters, _movement_direction := Vector2(0,0), _velocity_override := Vector2(0,0)) -> Vector2: var calc_velocity = Vector2.ZERO if _velocity_override.x != 0.0: calc_velocity.x = _velocity_override.x else: calc_velocity.x = velocity.x if _velocity_override.y != 0.0: calc_velocity.y = _velocity_override.y else: calc_velocity.y = velocity.y var calc_acceleration = Vector2.ZERO var calc_inertia :Vector2 #calc_inertia.x = abs(calc_velocity.x) ## We're now toing to preserve inertia direction calc_inertia.x = calc_velocity.x calc_inertia.y = calc_velocity.y ## Determine movement direction # If there is an inertia direction from existing velocity and # no desired movement we'll continue to travel in that direction. ## ## If an override has been passed (we're ignoring input direction ##TODO: Should preserve initia apply here var move_direction = Vector2.ZERO move_direction = resolve_move_direction(calc_inertia, _movement_direction) ## Acceleration is always postive because we use the current inertia ## placement to the movement range to determine direction of movement. if sign(move_direction.x) != 0: #calc_acceleration.x = abs(movement_parameters.get_acceleration(0).x) calc_acceleration.x = movement_parameters.get_acceleration().x assert(calc_acceleration.x >= 0, "Negative X Acceleration shouln't happen") if is_zero_approx(calc_acceleration.x): move_direction.x = _movement_direction.x if sign(move_direction.y) != 0: calc_acceleration.y = movement_parameters.get_acceleration().y assert(calc_acceleration.y >= 0, "Negative Y Acceleration shouln't happen") if is_zero_approx(calc_acceleration.y): move_direction.y = _movement_direction.y ## 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. # but if a modifier applies, or an accelleration is given. # an entirely differant process occurs. # h_speed.x can be thought of as impulse speed. While h_speed.y # is the destination speed. # We move towards h_speed.y at the acceleration rate ## var start_speed :float = ( (movement_parameters.get_speed_start(RELATIVE_DIRECTION).x * move_direction.x) + (movement_parameters.get_speed_start(POSITIVE_DIRECTION).x * POSITIVE_DIRECTION) + (movement_parameters.get_speed_start(NEGATIVE_DIRECTION).x * NEGATIVE_DIRECTION) ) var end_speed :float = ( (movement_parameters.get_speed_end(RELATIVE_DIRECTION).x * move_direction.x) + (movement_parameters.get_speed_end(POSITIVE_DIRECTION).x * POSITIVE_DIRECTION) + (movement_parameters.get_speed_end(NEGATIVE_DIRECTION).x * NEGATIVE_DIRECTION) ) var h_speed = Vector2(start_speed, end_speed) start_speed = ( (movement_parameters.get_speed_start(RELATIVE_DIRECTION).y * move_direction.y) + (movement_parameters.get_speed_start(POSITIVE_DIRECTION).y * POSITIVE_DIRECTION) + (movement_parameters.get_speed_start(NEGATIVE_DIRECTION).y * NEGATIVE_DIRECTION) ) end_speed = ( (movement_parameters.get_speed_end(RELATIVE_DIRECTION).y * move_direction.y) + (movement_parameters.get_speed_end(POSITIVE_DIRECTION).y * POSITIVE_DIRECTION) + (movement_parameters.get_speed_end(NEGATIVE_DIRECTION).y * NEGATIVE_DIRECTION) ) var v_speed = Vector2(start_speed, end_speed) ## Now determine placement of current velocity to speed range var h_range_placement = placement_to_speed_range(calc_velocity.x, h_speed) var v_range_placement = placement_to_speed_range(calc_velocity.y, v_speed) ## We don't want to be able to scoot our impulse speed to cheat the movement # Any non zero speed that goes opposite to our inertial direction # should only be allowed once. ## Reset the impulse when back in range # may also want to reset when hspeed is static if _h_impulse_applied == true: if (h_range_placement == RANGE_PLACEMENT.WITHIN_RANGE): _h_impulse_applied = false if debug: print("Resetting H impulse (Within Range)") elif (calc_inertia.x < h_speed.x and _h_impulse_placement_tracking != IMPULSE_PLACEMENT.LEFT_SIDE or calc_inertia.x >= h_speed.x and _h_impulse_placement_tracking != IMPULSE_PLACEMENT.RIGHT_SIDE): _h_impulse_applied = false if debug: print("Resetting H impulse (Impulse Placement Change)") # if (h_range_placement == RANGE_PLACEMENT.WITHIN_RANGE and # _h_impulse_speed_tracking != h_speed): # if debug: # print("Resetting H impulse (Within Range)") # _h_impulse_applied = false # elif(h_range_placement == RANGE_PLACEMENT.BEFORE_RANGE): # if debug: # print("Resetting H impulse (Before Range) ", _h_impulse_speed_tracking ) if (v_range_placement == RANGE_PLACEMENT.WITHIN_RANGE and _v_impulse_applied == true and _v_impulse_speed_tracking != v_speed): if debug: print("resetting V impulse") _v_impulse_applied = false ## Separate impulse function if _h_impulse_applied == false and is_zero_approx(h_speed.x) == false:# and _h_impulse_speed_tracking != h_speed: #(range_placement :int, inertia :float, impulse_speed_range :Vector2) #_h_impulse_speed_tracking = apply_impulse(h_range_placement, calc_inertia.x, h_speed ) var impulse_inertia = apply_impulse(h_range_placement, _h_impulse_speed_tracking , h_speed ) if h_range_placement == RANGE_PLACEMENT.PAST_RANGE and abs(h_speed.x) > abs(h_speed.y): if debug: print("Applying H impulse (Past Range): Imp: ", impulse_inertia, ", In:", calc_inertia.x) _h_impulse_speed_tracking = h_speed _h_impulse_applied = true ## This might not make sense if (calc_inertia.x + h_speed.x) < h_speed.x: _h_impulse_placement_tracking = IMPULSE_PLACEMENT.LEFT_SIDE else: _h_impulse_placement_tracking = IMPULSE_PLACEMENT.RIGHT_SIDE ## We don't blow past the acceleration calc_inertia.x = h_speed.x elif h_range_placement == RANGE_PLACEMENT.BEFORE_RANGE: if debug: print("Applying H impulse (Before Range): Imp: ", impulse_inertia, ", In:", calc_inertia.x) _h_impulse_speed_tracking = h_speed _h_impulse_applied = true if calc_inertia.x < h_speed.x: _h_impulse_placement_tracking = IMPULSE_PLACEMENT.LEFT_SIDE else: _h_impulse_placement_tracking = IMPULSE_PLACEMENT.RIGHT_SIDE if sign(h_speed.x) == sign(h_speed.y): calc_inertia.x += h_speed.x else: ##TODO: Maybe this should be something else calc_inertia.x = 0 ## F this, didn't work well # if impulse_inertia != calc_inertia.x: ## We have an impulse to apply # if debug: # print("Applying H impulse: Imp: ", impulse_inertia, ", In:", calc_inertia.x) # #var foo = 2+2 # _h_impulse_speed_tracking = h_speed # _h_impulse_applied = true # ## We want to add impulse in the direction of movement so we need to determine # ## what that is. # calc_inertia.x += impulse_inertia if _v_impulse_applied == false:# and _v_impulse_speed_tracking != v_speed: var impulse_inertia = apply_impulse(v_range_placement, _v_impulse_speed_tracking, v_speed) if impulse_inertia != calc_inertia.y: _v_impulse_speed_tracking = v_speed _v_impulse_applied = true calc_inertia.y += impulse_inertia if debug and movement_parameters.debug_name == 'roll': var foo = 2+2 ## 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 is_zero_approx(calc_acceleration.x) == false: calc_inertia.x = resolve_inertia( h_range_placement, calc_inertia.x , h_speed, (calc_acceleration.x * _delta) ) else: ## Using static move directions insteead of inertial move directions # if is_zero_approx(_movement_direction.x) == false: # calc_inertia.x = h_speed.x # else: # calc_inertia.x = 0.0 calc_inertia.x = h_speed.x if debug and movement_parameters.debug_name == 'jump': var foo = 2+2 if is_zero_approx(calc_acceleration.y) == false: calc_inertia.y = resolve_inertia( v_range_placement, calc_inertia.y , v_speed, (calc_acceleration.y * _delta) ) else: ## Using static move directions insteead of inertial move directions # if is_zero_approx(_movement_direction.y) == false: # calc_inertia.y = v_speed.x calc_inertia.y = v_speed.x ## Track or last speed for in range impulses # _h_impulse_speed_tracking = h_speed # _v_impulse_speed_tracking = v_speed #calc_velocity.y = calc_inertia.y #calc_velocity.x = calc_inertia.x if debug: UiManager.debug_text = ( #"H_Speed x Dir: " + str(h_speed) + str('duh') + "H_Speed Fm:{0} To:{1}".format({"0":"%5.2f" % h_speed.x, "1":"%5.2f" % h_speed.y}) + "\nV_Speed Fm:{0} To:{1}".format({"0":"%5.2f" % v_speed.x, "1":"%5.2f" % v_speed.y}) + "\nSpeedRange : {0}, {1}".format({"0":"%5.2f" % h_range_placement, "1":"%5.2f" % v_range_placement}) + "\nVelocity_Calc: {0}, {1}".format({"0":"%5.2f" % calc_velocity.x, "1":"%5.2f" % calc_velocity.y}) + "\nInertia_Calc: {0}, {1}".format({"0":"%5.2f" % calc_inertia.x, "1":"%5.2f" % calc_inertia.y}) + "\nVelocity_Real: {0}, {1}".format({"0":"%5.2f" % velocity.x, "1":"%5.2f" % velocity.y}) + #"\nFriction: {0}, {1}".format({"0":"%5.2f" % calc_friction.x, "1":"%5.2f" % calc_friction.y}) + "\nAccelCalc : {0}, {1}".format({"0":"%5.2f" % calc_acceleration.x, "1":"%5.2f" % calc_acceleration.y}) + # h_range_placement #"\nLength: " + str(velocity.length()) + "\nMoveDir: {0}, {1}".format({"0":"%4.1f" % move_direction.x, "1":"%4.1f" % move_direction.y}) ) return calc_inertia func is_out_of_range(value: float, a: float, b: float) -> bool: var lower = min(a, b) var upper = max(a, b) return value <= lower or value >= upper ## Determine the trend of direction and where our current speed is # in relation to it. This should help determine the direction of # acceleration and whether we speed up or slow down. ## func placement_to_speed_range(speed: float, speed_range: Vector2) -> int: ## Actually we don't care about mix or min #var range_start :float = min(speed_range.x, speed_range.y) #var range_end :float = max(speed_range.x, speed_range.y) ##TODO: Do I also need an equivalent if is_equal_approx(speed, speed_range.x) or is_equal_approx(speed, speed_range.y): return RANGE_PLACEMENT.WITHIN_RANGE ## We can be at the base range to ensure impulse can happen ## Direction <-- that way if speed_range.x > speed_range.y: if speed < speed_range.x and speed > speed_range.y: return RANGE_PLACEMENT.WITHIN_RANGE elif speed < speed_range.y: return RANGE_PLACEMENT.PAST_RANGE else: return RANGE_PLACEMENT.BEFORE_RANGE else: ## Direction --> that way if speed > speed_range.x and speed < speed_range.y: return RANGE_PLACEMENT.WITHIN_RANGE elif speed > speed_range.y: return RANGE_PLACEMENT.PAST_RANGE else: return RANGE_PLACEMENT.BEFORE_RANGE return 0 func resolve_move_direction(_momentum :Vector2, _movement_direction :Vector2) -> Vector2: var horizontal_movement_direction:float if sign(_movement_direction.x): ## We're trying to move horizontal_movement_direction = sign(_movement_direction.x) elif sign(_momentum.x): ## We still have momentum but not trying to move horizontal_movement_direction = sign(_momentum.x) var vertical_movement_direction:float if sign(_movement_direction.y): vertical_movement_direction = sign(_movement_direction.y) elif sign(_momentum.y): vertical_movement_direction = sign(_momentum.y) return Vector2(horizontal_movement_direction, vertical_movement_direction) func apply_impulse(range_placement :int, tracking_range :Vector2, impulse_speed_range :Vector2) -> float: match range_placement: RANGE_PLACEMENT.BEFORE_RANGE: # inertia += impulse_speed_range.x # return inertia return impulse_speed_range.x RANGE_PLACEMENT.WITHIN_RANGE: var track_stuff = placement_to_speed_range(tracking_range.x, impulse_speed_range) if tracking_range != impulse_speed_range: ## Set inertia to starting speed, we're already in range return impulse_speed_range.x RANGE_PLACEMENT.PAST_RANGE: ## If this is a reduced speed move otherwise we usually want to slow down ## because we're past the range if abs(impulse_speed_range.x) > abs(impulse_speed_range.y): # inertia = impulse_speed_range.x # return inertia return impulse_speed_range.x return 0.0 func resolve_inertia(range_placement :int, inertia :float , speed_range :Vector2, delta_acceleration :float) -> float: if speed_range.x != speed_range.y and is_zero_approx(delta_acceleration) == false: var direction_accel :float = delta_acceleration #* move_direction.x if speed_range.x > speed_range.y: direction_accel *= -1 match range_placement: RANGE_PLACEMENT.BEFORE_RANGE: ## Also apply impulse here # if _h_impulse_applied == false: # inertia += speed_range.x # _h_impulse_applied = true #impulse_applied_dir = move_direction.x inertia = clamp(inertia + direction_accel, min(inertia, speed_range.y), max(inertia, speed_range.y)) RANGE_PLACEMENT.WITHIN_RANGE: ## If we're within the range but our speed has just changed # if _h_impulse_applied == false and _h_impulse_speed_tracking != h_speed: # ## Set inertia to starting speed, we're already in range # calc_inertia.x = h_speed.x # _h_impulse_applied = true inertia = clamp(inertia + direction_accel, min(inertia, speed_range.y), max(inertia, speed_range.y)) RANGE_PLACEMENT.PAST_RANGE: # if _h_impulse_applied == false and abs(speed_range.x) > abs(speed_range.y): # inertia = speed_range.x # _h_impulse_applied = true inertia = clamp(inertia - direction_accel, # Friction min(inertia, speed_range.y), max(inertia, speed_range.y)) elif is_zero_approx(inertia) == false: ## We still have inertia but no difference in movement var clamped_speed = speed_range.x if speed_range.x < speed_range.y: clamped_speed = clamp(speed_range.x,0.0,speed_range.y) ## Move back towards the base speed inertia = move_toward(inertia, clamped_speed, delta_acceleration) ##TODO: This hopefully won't happen (the commented else statement) but I wonder ## if I should do anyting here now. # else: # ## inertia is just base speed # inertia = speed_range.x # if debug and speed_range.x == -90: # var foo = 2+2 return inertia