58 lines
1.5 KiB
C#
58 lines
1.5 KiB
C#
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// Based on: allenchou.net/2015/04/game-math-precise-control-over-numeric-springing/
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using Godot;
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using System;
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using System.Diagnostics;
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public class SpringDamper : Node
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{
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// Declare member variables here. Examples:
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// private int a = 2;
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// private string b = "text";
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public float omega = 1;
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public float zeta = 1;
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public SpringDamper(float osc_freq = 1.0f, float osc_red = 0.1f, float osc_red_h = 1.0f)
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{
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Debug.Assert(osc_red > 0.001 && osc_red < 0.999);
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omega = osc_freq * 2 * Mathf.Pi;
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zeta = Mathf.Log(1.0f - osc_red) / (-omega * osc_red_h);
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}
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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}
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public (Vector3, Vector3) Calc(Vector3 x, Vector3 v, Vector3 xt, float h)
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{
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float f = 1 + 2 * h * zeta * omega;
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float oo = omega * omega;
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float hoo = oo * h;
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float hhoo = hoo * h;
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float det_inv = 1.0f / (f + hhoo);
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Vector3 det_x = f * x + h * v + hhoo * xt;
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Vector3 det_v = v + hoo * (xt - x);
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return (det_x * det_inv, det_v * det_inv);
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}
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public (Vector3, Vector3) CalcClampedSpeed(Vector3 x, Vector3 v, Vector3 xt, float h, float speedMax)
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{
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var defaultResult = Calc(x, v, xt, h);
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Vector3 x_new = defaultResult.Item1;
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Vector3 vel_new = (x_new - x) / h;
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float speed_new = vel_new.Length();
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if (speed_new > speedMax)
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{
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vel_new = (vel_new / speed_new) * speedMax;
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x_new = x + vel_new * h;
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}
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return (x_new, vel_new);
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}
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}
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