fix Shot trajectory calculation
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@ -9,43 +9,48 @@ using namespace sf;
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* starts at, which will depend on the tank model in use */
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* starts at, which will depend on the tank model in use */
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#define INITIAL_SHOT_HEIGHT 10
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#define INITIAL_SHOT_HEIGHT 10
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#define GRAVITY 9.8
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/* GRAVITY can really be any arbitrary value that makes the shot's speed
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* feel right. Increasing the gravity will decrease the amount of time
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* it takes the shot to hit its target. */
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#define GRAVITY 30
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/* We model the shot's position using a parametric equation based on time.
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/* We model the shot's position using a parametric equation based on time.
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* Assuming a constant 45° shot angle simplifies the equations.
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* Assuming a constant 45° shot angle simplifies the equations.
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* x = Vt
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* x = vt
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* y = H + Vt - gt²/2
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* y = h + vt - gt²/2
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* = (-g/2)t² + Vt + H
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* = (-g/2)t² + vt + h
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* where
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* where
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* V = shot speed
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* v = shot speed
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* t = time
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* t = time
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* g = gravity
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* g = gravity
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* H = INITIAL_SHOT_HEIGHT
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* h = INITIAL_SHOT_HEIGHT
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*
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*
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* We want to figure out a speed that gets us to y = 0 at our desired time.
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* Given a target distance of d, we want to figure out a speed that makes
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* According to the quadratic formula (x = (-b ± sqrt(b²-4ac))/2a), y = 0 when
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* (x, y) = (d, 0) a valid point on the trajectory.
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* t = (-V ± sqrt(V² - 4(-g/2)H)) / 2(-g/2)
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* Then:
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* -tg = -V ± sqrt(V² + 2gH)
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* d = vt
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* V - tg = ± sqrt(V² + 2gH)
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* 0 = (-g/2)t² + vt + h
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*
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* So:
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* V - tg = sqrt(V² + 2gH)
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* v = d/t
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* (V - tg)² = V² + 2gH
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* 0 = (-g/2)t² + (d/t)t + h
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* V² - 2Vtg + t²g² = V² + 2gH
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* 0 = (-g/2)t² + d + h
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* t²g² - 2Vtg = 2gH
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* According to the quadratic formula (x = (-b ± sqrt(b² - 4ac))/2a),
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* -2Vtg = 2gH - t²g²
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* t = ±sqrt(-4(-g/2)(d+h)) / 2(-g/2)
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* V = -(2gH - t²g²)/2tg
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* -tg = ±sqrt(2g(d+h))
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* V = (t²g² - 2gH)/2tg
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* t²g² = 2g(d+h)
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*
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* t² = 2(d+h)/g
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* So given the time to target (target_dist / PROJECTILE_VELOCITY) we can
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* t = sqrt(2(d+h)/g)
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* solve for what the shot's speed should be.
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* Now that we know the time at which this point occurs, we can solve for
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* the shot speed (v)
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* v = d/t
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* v = d / sqrt(2(d+h)/g)
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*/
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*/
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Shot::Shot(const Vector2f & origin, double direction, double target_dist)
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Shot::Shot(const Vector2f & origin, double direction, double target_dist)
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{
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{
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m_direction = Vector2f(cos(direction), sin(direction));
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m_direction = Vector2f(cos(direction), sin(direction));
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m_origin = origin;
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m_origin = origin;
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double t = target_dist / PROJECTILE_VELOCITY;
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m_speed = target_dist /
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m_speed = (t * t * GRAVITY * GRAVITY - 2 * GRAVITY * INITIAL_SHOT_HEIGHT)
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sqrt(2 * (target_dist + INITIAL_SHOT_HEIGHT) / GRAVITY);
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/ (2 * t * GRAVITY);
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}
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}
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Vector3f Shot::get_position()
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Vector3f Shot::get_position()
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