harmonica/physics.go
Maas Lalani c13404a663 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?)
2021-10-07 11:54:51 -04:00

78 lines
2.5 KiB
Go

// 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
}