Introduce 2D + 3D projectile motion

Example Usage:

```
projectile := NewProjectile(FPS(60), Point{6.0, 100.0, 0.0}, Vector{2.0, 0.0, 0.0}, Vector{2.0, -9.81, 0.0})

someUpdateLoop(func() {
  pos := projectile.Update()
})
```

NOTE, this is still missing:
1. Projectile mass
2. Forces (projectile.AddForce(Force{...})...)
3. Collisions (maybe?)
This commit is contained in:
Maas Lalani 2021-08-09 18:32:32 -04:00 committed by Christian Rocha
parent 987abb3735
commit c13404a663
2 changed files with 168 additions and 0 deletions

77
physics.go Normal file
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// Simple physics projectile motion.
//
// Example usage:
//
// // Run once to initialize.
// projectile := NewProjectile(FPS(60), Point{6.0, 100.0, 0.0}, Vector{2.0, 0.0, 0.0}, Vector{2.0, -9.81, 0.0})
//
// // Update on every frame.
// someUpdateLoop(func() {
// pos := projectile.Update()
// })
//
// For background on projectile motion see:
// https://en.wikipedia.org/wiki/Projectile_motion
package harmonica
// Projectile is the representation of a projectile that has a position on a
// plane and an acceleration and velocity
type Projectile struct {
pos Point
vel Vector
acc Vector
deltaTime float64
}
// Point is a representation of a point which contains the X, Y, Z coordinates
// of the point on a plane.
type Point struct {
X, Y, Z float64
}
// Vector is a representation of a vector which carries a magnitude and a
// direction. We represent the vector as a point from the origin (0, 0) where
// the magnitude is the euclidean distance from the origin and the direction is
// the direction to the point from the origin.
type Vector struct {
X, Y, Z float64
}
// Gravity is a utility vector that represents gravity in 2D and 3D contexts,
// assuming that your coordinate plane looks like in 2D or 3D:
//
// -y -y ±z
// │ │ /
// │ │/
// └───── ±x └───── ±x
//
// Note: Gravity usually is -9.81m/s however we use a positive value because we
// assume the origin is placed at the top-left corner and that downward is the
// positive y direction (only if using this utility variable).
// Otherwise, you can place the origin wherever you'd like.
var Gravity = Vector{0, 9.81, 0}
// NewProjectile accepts a frame rate, and initial values for position, velocity, and acceleration and
// returns a new projectile.
func NewProjectile(deltaTime float64, initialPosition Point, initialVelocity, initalAcceleration Vector) Projectile {
return Projectile{
pos: initialPosition,
vel: initialVelocity,
acc: initalAcceleration,
deltaTime: deltaTime,
}
}
// Update updates the position and velocity values for the given projectile.
// Call this after calling NewProjectile to update values.
func (p *Projectile) Update() Point {
p.pos.X += (p.vel.X * p.deltaTime)
p.pos.Y += (p.vel.Y * p.deltaTime)
p.pos.Z += (p.vel.Z * p.deltaTime)
p.vel.X += (p.acc.X * p.deltaTime)
p.vel.Y += (p.acc.Y * p.deltaTime)
p.vel.Z += (p.acc.Z * p.deltaTime)
return p.pos
}

91
physics_test.go Normal file
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package harmonica_test
import (
"math"
"testing"
. "github.com/charmbracelet/harmonica"
)
const fps = 60
func TestNew(t *testing.T) {
x := 8
y := 20
z := 0
projectile := NewProjectile(FPS(60), Point{float64(x), float64(y), float64(z)}, Vector{1, 1, 0}, Vector{0, 9.81, 0})
pos := projectile.Update()
if x != int(pos.X) {
t.Logf("Want: %d, Got: %d", int(x), int(pos.X))
t.Fatal("x coordinate unexpected")
}
if y != int(pos.Y) {
t.Logf("Want: %d, Got: %d", int(y), int(pos.Y))
t.Fatal("y coordinate unexpected")
}
}
const equalityThreshold = 1e-2
// floating point comparison function that tests for an equality under the:
// equalityThreshold
func equal(a, b float64) bool {
return math.Abs(a-b) <= equalityThreshold
}
func TestUpdate(t *testing.T) {
projectile := NewProjectile(FPS(fps), Point{0, 0, 0}, Vector{5, 5, 0}, Vector{0, 0, 0})
coordinates := []Point{
{5.0, 5.0, 0},
{10.0, 10.0, 0},
{15.0, 15.0, 0},
{20.0, 20.0, 0},
{25.0, 25.0, 0},
{30.0, 30.0, 0},
{35.0, 35.0, 0},
}
for _, c := range coordinates {
var pos Point
for i := 0; i < fps; i++ {
pos = projectile.Update()
}
if !equal(pos.X, c.X) || !equal(pos.Y, c.Y) {
t.Logf("Want: (%.2f, %.2f)", c.X, c.Y)
t.Logf("Got: (%.2f, %.2f)", pos.X, pos.Y)
t.Fatal("coordinate unexpected")
}
}
}
func TestUpdateGravity(t *testing.T) {
fps := 60
projectile := NewProjectile(FPS(fps), Point{0, 0, 0}, Vector{5, 5, 0}, Vector{0, 9.81, 0})
coordinates := []Point{
{5.0, 9.82, 0},
{10.0, 29.46, 0},
{15.0, 58.90, 0},
{20.0, 98.15, 0},
{25.0, 147.22, 0},
{30.0, 206.09, 0},
{35.0, 274.77, 0},
}
for _, c := range coordinates {
var pos Point
for f := 0; f < fps; f++ {
pos = projectile.Update()
}
if !equal(pos.X, c.X) || !equal(pos.Y, c.Y) {
t.Log("coordinate unexpected")
t.Logf("Want: (%.2f, %.2f)", c.X, c.Y)
t.Logf("Got: (%.2f, %.2f)", pos.X, pos.Y)
t.Fail()
}
}
}