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84 lines
2.5 KiB
Go
84 lines
2.5 KiB
Go
// Simple physics projectile motion.
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//
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// Example usage:
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//
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// // Run once to initialize.
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// 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})
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//
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// // Update on every frame.
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// someUpdateLoop(func() {
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// pos := projectile.Update()
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// })
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//
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// For background on projectile motion see:
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// https://en.wikipedia.org/wiki/Projectile_motion
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package harmonica
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// Projectile is the representation of a projectile that has a position on a
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// plane and an acceleration and velocity
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type Projectile struct {
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pos Point
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vel Vector
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acc Vector
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deltaTime float64
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}
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// Point is a representation of a point which contains the X, Y, Z coordinates
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// of the point on a plane.
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type Point struct {
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X, Y, Z float64
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}
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// Vector is a representation of a vector which carries a magnitude and a
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// direction. We represent the vector as a point from the origin (0, 0) where
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// the magnitude is the euclidean distance from the origin and the direction is
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// the direction to the point from the origin.
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type Vector struct {
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X, Y, Z float64
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}
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// Gravity is a utility vector that represents gravity in 2D and 3D contexts,
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// assuming that your coordinate plane looks like in 2D or 3D:
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//
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// y y ±z
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// │ │ /
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// │ │/
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// └───── ±x └───── ±x
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//
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// (i.e. origin is located in the bottom-left corner)
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var Gravity = Vector{0, -9.81, 0}
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// TerminalGravity is a utility vector that represents gravity where
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// the coordinate plane's origin is on the top-right corner
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var TerminalGravity = Vector{0, 9.81, 0}
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// NewProjectile accepts a frame rate, and initial values for position, velocity, and acceleration and
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// returns a new projectile.
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func NewProjectile(deltaTime float64, initialPosition Point, initialVelocity, initalAcceleration Vector) *Projectile {
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return &Projectile{
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pos: initialPosition,
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vel: initialVelocity,
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acc: initalAcceleration,
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deltaTime: deltaTime,
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}
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}
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// Update updates the position and velocity values for the given projectile.
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// Call this after calling NewProjectile to update values.
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func (p *Projectile) Update() Point {
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p.pos.X += (p.vel.X * p.deltaTime)
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p.pos.Y += (p.vel.Y * p.deltaTime)
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p.pos.Z += (p.vel.Z * p.deltaTime)
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p.vel.X += (p.acc.X * p.deltaTime)
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p.vel.Y += (p.acc.Y * p.deltaTime)
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p.vel.Z += (p.acc.Z * p.deltaTime)
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return p.pos
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}
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// Position returns the position of the projectile
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func (p *Projectile) Position() Point {
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return p.pos
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}
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