fysplane/entities/plane.lua
2014-10-18 20:00:40 +03:00

145 lines
5.3 KiB
Lua

Class = require 'hump.class'
require 'entities/physicsentity'
require 'settings'
require 'entities/debug'
Matrix = require 'matrix'
VectorLight = require 'hump/vector-light'
local function sign(v)
if v >= 0 then
return 1
else
return -1
end
end
local fwd_frict_coeff = 0.2
local nor_frict_coeff = 2.0
local tail_frict_coeff = 0.5
local head_area = 1.0
local plane_area = 10.0
local tail_area = 0.2
local turn_speed = 0.2
local wing_lift = 0.1
Plane = Class{
__includes = PhysicsEntity,
img = nil,
motor_power = 500,
debugVectors = {},
turningCw = false,
turningCcw = false,
init = function(self, x, y, level)
local density = 50
PhysicsEntity.init(self, x, y, level, "dynamic", 0.2)
self.xsize = 55
self.ysize = 20
self.shape = love.physics.newRectangleShape(self.xsize, self.ysize)
PhysicsEntity.attachShape(self, density)
self.body:setX(self.x + self.xsize / 2)
self.body:setY(self.y - self.ysize / 2)
self.angle = 0
self.img = love.graphics.newImage("resources/graphics/box-50x50.png");
self.quad = love.graphics.newQuad(0, 0, self.xsize, self.ysize, self.img:getWidth(), self.img:getHeight())
end;
update = function(self)
debugVectors = {}
PhysicsEntity.update(self, dt)
self.x, self.y = self.fixture:getBoundingBox()
self.angle = self.body:getAngle()
local vel_x, vel_y = self.body:getLinearVelocity()
local abs_vel = VectorLight.len2(vel_x, vel_y)
-- -- local base =
-- let base = V.base (V.vec_of_ang (~-(body#get_angle))) in
local base = Matrix{{math.cos(-self.angle), math.sin(-self.angle)}, {math.cos(-self.angle + math.pi / 2), math.sin(-self.angle + math.pi / 2)}}
local to_base = function(x, y)
return Matrix.mul(Matrix{{x}, {y}}, base)
end
local fwd_x, fwd_y = VectorLight.rotate(self.angle, 1, 0)
local normal_x, normal_y = VectorLight.rotate(self.angle, 0, 1)
local normal_unit_x, normal_unit_y = VectorLight.div(VectorLight.len(normal_x, normal_y), normal_x, normal_y)
local fwd_vel = VectorLight.dot(vel_x, vel_y, fwd_x, fwd_y)
local normal_vel = VectorLight.dot(vel_x, vel_y, normal_x, normal_y)
local tail_speed = self.body:getAngularVelocity() * math.pi * 2.0 * self.xsize / 2.0
local tail_vel = to_base(0, tail_speed) -- hmm?! not tail_speed, 0?
local abs_tail_vel_x, abs_tail_vel_y = VectorLight.add(vel_x, vel_y, tail_vel[1][1], tail_vel[2][1])
--print("absolute tail veloicty: ", abs_tail_vel_x, abs_tail_vel_y)
local head_angle = self.angle
local rel_force = function(label, force, at)
self.body:applyForce(force, at)
end
local speed_angle
if abs_vel < 1.0 then
speed_angle = head_angle
else
speed_angle = math.atan2(vel_y, vel_x)
end
local air_wing_angle
local tmp
tmp = head_angle - speed_angle
if tmp > math.pi then
air_wing_angle = tmp - 2.0 * math.pi
else
air_wing_angle = tmp
end
local lift = function(angle)
return 1.68429 * math.exp(-math.pow(angle / math.pi * 180.0 -17.3801, 2.0) / math.pow(2.0*15.0, 2.0))
end
local lift_coeff = lift(air_wing_angle)
-- print("lift coeff: ", lift_coeff)
-- motor
local dx, dy = VectorLight.rotate(self.angle, self.motor_power * 10.0 * PIXELS_PER_METER, 0)
self.body:applyForce(dx, dy);
-- table.insert(debugVectors, DebugVector(self.body:getX(), self.body:getY(), dx, dy))
-- Air friction (and drag?) opposes movement towards plane velocity normal also
-- hdd drag
local hddrag_x, hddrag_y = VectorLight.mul(nor_frict_coeff * math.pow(normal_vel, 2.0) * sign(normal_vel), -normal_unit_x, -normal_unit_y)
-- self.body:applyForce()
local b = to_base(-1.0, 0.0)
self.body:applyForce(hddrag_x, hddrag_y, b[1][1], b[2][1])
local lift_x, lift_y = VectorLight.mul(wing_lift * math.pow(fwd_vel, 2.0) * lift_coeff, normal_unit_x, normal_unit_y)
self.body:applyForce(lift_x, lift_y, self.body:getX(), self.body:getY())
if self.turningCcw then
dx, dy = VectorLight.rotate(self.angle - math.pi / 2, 1000, 0)
elseif self.turningCw then
dx, dy = VectorLight.rotate(self.angle - math.pi / 2, -1000, 0)
end
local rdx, rdy = VectorLight.rotate(self.angle, self.xsize / 2, 0)
self.body:applyForce(dx, dy, self.body:getX() + rdx, self.body:getY() + rdy)
table.insert(debugVectors, DebugVector(self.body:getX() + rdx, self.body:getY() + rdy, dx, dy))
-- table.insert(debugVectors, DebugVector(self.x + width / 2, self.y + height / 2, 0, -100))
-- table.insert(debugVectors, DebugVector(self.x, self.y, -100, 0))
-- table.insert(debugVectors, DebugVector(self.x + 55, self.y + 10, dx, dy)
end;
draw = function(self)
PhysicsEntity.draw(self)
love.graphics.draw(self.img, self.quad, self.body:getX(), self.body:getY(), self.angle, 1, 1, self.xsize / 2, self.ysize / 2)
drawDebugVectors(debugVectors)
end;
}