Attempt2/src/classes/velocity_controller.gd

383 lines
15 KiB
GDScript

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