trying to fix Shot position calculation, better, but still wrong

This commit is contained in:
Josh Holtrop 2012-10-06 22:47:29 -04:00
parent 69f403cee1
commit 1741476456

View File

@ -7,7 +7,7 @@ using namespace sf;
/* INITIAL_SHOT_HEIGHT needs to be set to the height that the shot /* INITIAL_SHOT_HEIGHT needs to be set to the height that the shot
* starts at, which will depend on the tank model in use */ * starts at, which will depend on the tank model in use */
#define INITIAL_SHOT_HEIGHT 30 #define INITIAL_SHOT_HEIGHT 10
#define GRAVITY 9.8 #define GRAVITY 9.8
@ -15,22 +15,26 @@ using namespace sf;
* Assuming a constant 45° shot angle simplifies the equations. * Assuming a constant 45° shot angle simplifies the equations.
* x = Vt * x = Vt
* y = H + Vt - gt²/2 * y = H + Vt - gt²/2
* = (-g/2)t² + Vt + H
* where * where
* V = shot speed * V = shot speed
* t = time * t = time
* g = gravity * g = gravity
* H = INITIAL_SHOT_HEIGHT * H = INITIAL_SHOT_HEIGHT
* *
* We want to figure out a speed that gets us to y = 0 at our desired time.
* According to the quadratic formula (x = (-b ± sqrt(b²-4ac))/2a), y = 0 when * According to the quadratic formula (x = (-b ± sqrt(b²-4ac))/2a), y = 0 when
* t = (-V + sqrt(V² - 4*g*H/2)) / (2*g/2) * t = (-V ± sqrt(V² - 4(-g/2)H)) / 2(-g/2)
* We need to solve for V. * -tg = -V ± sqrt(V² + 2gH)
* tg = sqrt(V² - 2gH) - V * V - tg = ± sqrt(V² + 2gH)
* tg + V = sqrt(V² - 2gH) *
* (tg + V)² = V² - 2gH * V - tg = sqrt(V² + 2gH)
* t²g² + 2tgV + V² = V² - 2gH * (V - tg)² = V² + 2gH
* t²g² + 2tgV + 2gH = 0 * V² - 2Vtg + t²g² = V² + 2gH
* (t²g² + 2gH) = -2tgV * t²g² - 2Vtg = 2gH
* -(t²g² + 2gH) / (2tg) = V * -2Vtg = 2gH - t²g²
* V = -(2gH - t²g²)/2tg
* V = (t²g² - 2gH)/2tg
* *
* So given the time to target (target_dist / PROJECTILE_VELOCITY) we can * So given the time to target (target_dist / PROJECTILE_VELOCITY) we can
* solve for what the shot's speed should be. * solve for what the shot's speed should be.
@ -40,7 +44,7 @@ Shot::Shot(const Vector2f & origin, double direction, double target_dist)
m_direction = Vector2f(cos(direction), sin(direction)); m_direction = Vector2f(cos(direction), sin(direction));
m_origin = origin; m_origin = origin;
double t = target_dist / PROJECTILE_VELOCITY; double t = target_dist / PROJECTILE_VELOCITY;
m_speed = -(t * t * GRAVITY * GRAVITY + 2 * GRAVITY * INITIAL_SHOT_HEIGHT) m_speed = (t * t * GRAVITY * GRAVITY - 2 * GRAVITY * INITIAL_SHOT_HEIGHT)
/ (2 * t * GRAVITY); / (2 * t * GRAVITY);
} }
@ -49,6 +53,6 @@ Vector3f Shot::get_position()
float time = m_clock.getElapsedTime().asSeconds(); float time = m_clock.getElapsedTime().asSeconds();
float horiz_dist = m_speed * time; float horiz_dist = m_speed * time;
float z = INITIAL_SHOT_HEIGHT + m_speed * time - GRAVITY * time * time / 2.0; float z = INITIAL_SHOT_HEIGHT + m_speed * time - GRAVITY * time * time / 2.0;
Vector2f xy = m_direction * horiz_dist; Vector2f xy = m_origin + m_direction * horiz_dist;
return Vector3f(xy.x, xy.y, z); return Vector3f(xy.x, xy.y, z);
} }