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5 changed files with 192 additions and 279 deletions

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@ -1,152 +0,0 @@
local vm = require("lib.vornmath")
---calculate real desire forward after weight
---@param forward number gas_input
---@param weight number? magic weight constant
---@return number forward actual desire
local function add_forward(forward, weight)
return forward * (weight or 1.0)
end
---calculate real desire lateral steer after weight
---@param steer number steer_input
---@param weight number? magic weight constant
---@return number lateral
local function add_lateral(steer, weight)
return steer * (weight or 1.0)
end
---calculate friction impact based on grip
---@param friction number outside friction
---@param grip number car's grip
---@return number friction
local function grip_force(friction, grip)
return friction * grip
end
---add friction
---@param f vec2 vec2 input
---@param grip number car's grip
---@param friction number floor's friction
---@param weight_tire number? magic weight tire
---@param weight_floor number? magic weight floor
---@return vec2 f vec2 output
local function add_friction(f, grip, friction, weight_tire, weight_floor)
local f_grip = grip_force(grip, friction)
-- tire - floor
return f + f_grip * ((weight_tire or 1.0) - (weight_floor or 0.0))
end
---calculate drag's impact based on streamline
---@param drag number|vec2 drag
---@param streamline number car's streamline
---@return number drag
local function drag_force(drag, streamline)
return streamline * drag
end
---add drag into f
---@param f vec2 input
---@param drag number|vec2 drag
---@param streamline number car's streamline
---@param weight_drag number? magic weight
---@return vec2 f
local function add_drag(v, drag, streamline, weight_drag)
local f_drag = drag_force(drag, streamline)
return v + f_drag * (weight_drag or 1.0)
end
---add inertia into f
---@param f vec2 input
---@param inertia_force vec2 inertia
---@param inertia_weight number? magic weight
---@return vec2 f
local function add_inertia(f, inertia_force, inertia_weight)
return f + inertia_force * (inertia_weight or 1.0)
end
---centrifugal_force
---@param mass number car's mass
---@param angular_v number velocity on angular
---@param perpendicular number r
---@return number f
local function centrifugal_force(mass, angular_v, perpendicular)
return mass * angular_v ^ 2 * perpendicular
end
---add centrifugal
---@param f vec2
---@param mass number
---@param inertia_force vec2
---@param weight_centrifugal number?
---@return vec2 f
local function add_centrifugal(v, mass, inertia_force, weight_centrifugal)
local centrifugal = centrifugal_force(mass, inertia_force[1], inertia_force[2])
local new_v
if (v[2] > 0) then
new_v = v - vm.vec2(0.0, 1.0) * centrifugal * (weight_centrifugal or 1.0)
elseif (v[2] < 0) then
new_v = v + vm.vec2(0.0, 1.0) * centrifugal * (weight_centrifugal or 1.0)
end
return new_v
end
---create desire f
---@param desire_forward number forward
---@param desire_steer number lateral
---@param weight_forward number? weight forward
---@param weight_steer number? weight lateral
---@return vec2 desire f
local function add_desire(desire_forward, desire_steer, weight_forward, weight_steer)
local forward = add_forward(desire_forward)
local lateral = add_lateral(desire_steer)
local val = vm.vec2(forward, lateral)
return val
end
---@param desire_forward number engine's force
---@param desire_steer number axle's steer
---@param grip number car's grip
---@param friction number outside's friction
---@param drag number|vec2 outside's drag
---@param drag_movement number drag from moving
---@param streamline number car's streamline
---@param inertia_force vec2 last's force
---@param mass number car's mass
---@param weight_forward number? magic weight
---@param weight_steer number? magic weight
---@param weight_tire number? magic weight
---@param weight_floor number? magic weight
---@param weight_drag_boost number? magic weight
---@param weight_drag_halt number? magic weight
---@param weight_inertia number? magic weight
---@param weight_centrifugal number? magic weight
local function force_workflow(
desire_forward, desire_steer,
-- friction
grip, friction,
-- drag
drag, drag_movement, streamline,
-- inertia
inertia_force,
-- centrifugal
mass,
weight_forward, weight_steer,
weight_tire, weight_floor,
weight_drag_boost, weight_drag_halt,
weight_inertia,
weight_centrifugal
)
local val = add_desire(desire_forward, desire_steer, weight_forward, weight_steer)
val = add_friction(val, grip, friction, weight_tire, weight_floor)
val = add_drag(val, drag, streamline, weight_drag_boost)
val = add_drag(val, drag_movement, streamline, weight_drag_halt)
val = add_inertia(val, inertia_force, weight_inertia)
val = add_centrifugal(val, mass, inertia_force, weight_centrifugal)
return val
end
return force_workflow

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@ -1,5 +1,3 @@
local vm = require("lib.vornmath")
local components = {}
components.dict = {
@ -9,13 +7,14 @@ components.dict = {
grip = "race.grip",
steer = "race.steer",
brake = "race.brake",
decel = "race.decel",
drag = "race.drag",
mass = "race.mass",
inertia = "race.inertia",
streamline = "race.streamline",
inertia = "race.inertia"
}
function components.velocity (c, x, y)
c.data = vm.vec2(x, y)
function components.velocity (c, x)
c.data = x
end
function components.max_speed (c, x)
@ -38,16 +37,20 @@ function components.brake (c, x)
c.data = x
end
function components.decel (c, x)
c.data = x
end
function components.drag (c, x)
c.data = x
end
function components.mass (c, x)
c.data = x
end
function components.inertia (c, x, y)
c.data = vm.vec2(x, y)
end
function components.streamline (c, x)
c.data = x
c.data = {x, y}
end
return components

View File

@ -31,16 +31,15 @@ function wrapper:load(_args)
{
assemblage = racer.assemble,
data = {
velocity = {0.0, 0.0},
max_speed = 10.0,
accel = 10.0,
brake = 10.0,
grip = 10.0,
steer = 10.0,
accel = 200.0,
brake = 100.0,
grip = 1.0,
max_speed = 50.0,
steer = 5.0,
velocity = 0.0,
inertia = {0.0, 0.0},
mass = 10.0,
streamline = 1.0
drag = 1.0,
mass = 1.0
}
}
})

View File

@ -1,7 +1,6 @@
local system_constructor = require("love_src.wrapper.Concord.system")
local race = require("love_src.src.world.top_down_race.component.race")
local racing_phy = require("love_src.src.system.racing_phy")
local racing_force = require("love_src.src.system.racing_force")
local component = require("love_src.wrapper.Concord.component")
@ -13,29 +12,28 @@ system.__index = system
system.pool = {
pool = {
race.dict.max_speed,
race.dict.velocity,
race.dict.accel,
race.dict.brake,
race.dict.grip,
race.dict.max_speed,
race.dict.steer,
race.dict.velocity,
race.dict.inertia,
race.dict.mass,
race.dict.streamline
race.dict.drag,
race.dict.mass
}
}
system.components = {
[race.dict.max_speed] = race.max_speed,
[race.dict.velocity] = race.velocity,
[race.dict.accel] = race.accel,
[race.dict.brake] = race.brake,
[race.dict.grip] = race.grip,
[race.dict.max_speed] = race.max_speed,
[race.dict.steer] = race.steer,
[race.dict.velocity] = race.velocity,
[race.dict.inertia] = race.inertia,
[race.dict.mass] = race.mass,
[race.dict.streamline] = race.streamline
[race.dict.drag] = race.drag,
[race.dict.mass] = race.mass
}
function system.new()
@ -52,15 +50,15 @@ end
local function get(e)
return
e[race.dict.max_speed].data,
e[race.dict.velocity].data,
e[race.dict.accel].data,
e[race.dict.brake].data,
e[race.dict.grip].data,
e[race.dict.max_speed].data,
e[race.dict.steer].data,
e[race.dict.velocity].data,
e[race.dict.drag].data,
e[race.dict.inertia].data,
e[race.dict.mass].data,
e[race.dict.streamline].data
e[race.dict.mass].data
end
local function draw(text, x, y, sx, sy, angle, image, origin)
@ -119,11 +117,97 @@ local frictions = {
}
}
local drags = {
{
drag = vm.vec2(1.0, 0.0)
}
}
local function accel_force(up, down, accel, brake, inertia)
local force
if (up) then
force = accel - inertia
elseif(down) then
force = - brake + inertia
else
force = inertia
end
return force
end
local function steer_force(left, right, steer, inertia)
if (left) then
force = -steer + inertia
elseif(right) then
force = steer - inertia
else
force = inertia
end
return force
end
local function grip_force(grip, friction)
return friction * grip
end
local function add_friction(force, friction_direction, grip, friction, tire_c, floor_c)
local f_grip = grip_force(grip, friction)
if (force > 0) then
-- tire - floor
force = force + friction_direction * tire_c * f_grip - friction_direction * floor_c * f_grip
elseif (force < 0) then
force = force + friction_direction * tire_c * f_grip - friction_direction * floor_c * f_grip
else
force = force
end
return force
end
local function add_friction_lateral(force, grip, friction, tire_c, floor_c)
local f_grip = grip_force(grip, friction)
if (force > 0) then
-- tire - floor
force = force + tire_c * f_grip - floor_c * f_grip
if (force < 0) then
force = 0.1
end
elseif (force < 0) then
force = force - tire_c * f_grip + floor_c * f_grip
if (force > 0) then
force = -0.1
end
else
force = force
end
return force
end
local function add_drag(force, drag_direction, drag)
if (force > 0) then
force = force + drag_direction * drag
elseif (force < 0) then
force = force + drag_direction * drag
else
force = force
end
return force
end
local function add_drag_lateral(force, drag)
if (force > 0) then
force = force - drag
elseif (force < 0) then
force = force + drag
else
force = force
end
return force
end
local function add_centrifugal(force, centrifugal)
if (force > 0) then
force = force - centrifugal
elseif (force < 0) then
force = force + centrifugal
else
force = force
end
return force
end
-- x1 y1 -- (x1 + w1) y1
-- x2 y2
@ -147,105 +231,86 @@ local function get_friction(pos_x, pos_y, floors)
return friction
end
local magic_w = {
tire = 1.0,
floor = 1.5,
forward = 1.0,
steer = 1.0,
drag_boost = 1.0,
drag_halt = 1.5,
inertia = 1.0,
centrifugal = 1.0,
drag_movement = 1.0
-- magic_slowdown = 10.0,
-- magic_boost = 10000.0,
-- magic_slow_drift = 10.0
local magic_n = {
tire_c = 1.0,
floor_c = 1.5,
scale_x = 1000.0,
scale_y = 1000.0,
centrifugal_r = 1.0,
magic_slowdown = 10.0,
magic_boost = 10000.0,
magic_slow_drift = 10.0
}
local function handle_input(accel, brake, steer)
function system:update(dt)
for _, e in ipairs(self.pool) do
local accel, brake, grip, max_speed, steer, velocity, drag, inertia, mass = get(e)
local up = love.keyboard.isDown("up")
local down = love.keyboard.isDown("down")
local left = love.keyboard.isDown("left")
local right = love.keyboard.isDown("right")
local desire_forward = 0
local desire_steer = 0
if (up) then
desire_forward = accel
elseif (down) then
desire_forward = - brake
end
if (left) then
desire_steer = - steer
elseif (right) then
desire_steer = steer
end
return desire_forward, desire_steer
end
function system:update(dt)
for _, e in ipairs(self.pool) do
local max_speed, velocity, accel, brake, grip, steer, inertia, mass, streamline = get(e)
local pos_x, pos_y = e["race.pos"].data[1], e["race.pos"].data[2]
local friction = get_friction(pos_x, pos_y, frictions)
local drag = drags[1].drag
local desire_forward, desire_steer = handle_input(accel, brake, steer)
local f_forward = accel_force(up, down, accel, brake, inertia[1])
local f_lateral = steer_force(left, right, steer, inertia[2])
local force = racing_force(
desire_forward, desire_steer,
grip, friction,
drag, magic_w.drag_movement, streamline,
inertia,
mass,
magic_w.forward, magic_w.steer,
magic_w.tire, magic_w.floor,
magic_w.drag_boost, magic_w.drag_halt,
magic_w.inertia, magic_w.centrifugal
)
if (not up) then
f_forward = f_forward - magic_n.magic_slowdown
elseif (up and velocity == 0) then
f_forward = f_forward + magic_n.magic_boost
end
-- if (not up) then
-- force = force - magic_n.magic_slowdown
-- elseif (up and velocity == 0) then
-- force = force + magic_n.magic_boost
-- end
if (velocity > 0) then
f_forward = add_friction(f_forward, 1.0, grip, friction, magic_n.tire_c, magic_n.floor_c)
elseif (velocity < 0) then
f_forward = add_friction(f_forward, -1.0, grip, friction, magic_n.tire_c, magic_n.floor_c)
end
f_lateral = add_friction_lateral(f_lateral, grip, friction, magic_n.tire_c, magic_n.floor_c)
if (velocity > 0) then
f_forward = add_drag(f_forward, -1.0, drag)
elseif (velocity < 0) then
f_forward = add_drag(f_forward, 1.0, drag)
end
f_lateral = add_drag_lateral(f_lateral, drag)
if (mass == 0) then
mass = 1
end
local a = force * dt / mass
e[race.dict.velocity].data = e[race.dict.velocity].data + a
local new_velocity = racing_phy.accelerate(dt, 1, velocity, max_speed, f_forward*dt/mass, 0)
local centrifugal = racing_phy.centrifugal_force(dt, mass, new_velocity * magic_n.centrifugal_r, max_speed)
f_lateral = add_centrifugal(f_lateral, centrifugal)
-- local new_velocity = racing_phy.accelerate(dt, 1, velocity, max_speed, f_forward*dt/mass, 0)
if (not left and not right) then
if (not (left) and f_lateral > 0) then
f_lateral = f_lateral - (magic_n.magic_slow_drift)
if (f_lateral < 0) then
f_lateral = 0
end
elseif (not right and f_lateral < 0) then
f_lateral = f_lateral + (magic_n.magic_slow_drift)
if (f_lateral > 0) then
f_lateral = 0
end
end
end
-- if (not left and not right) then
-- if (not (left) and f_lateral > 0) then
-- f_lateral = f_lateral - (magic_n.magic_slow_drift)
-- if (f_lateral < 0) then
-- f_lateral = 0
-- end
-- elseif (not right and f_lateral < 0) then
-- f_lateral = f_lateral + (magic_n.magic_slow_drift)
-- if (f_lateral > 0) then
-- f_lateral = 0
-- end
-- end
-- end
e[race.dict.inertia].data = {f_forward * dt, f_lateral * dt}
e[race.dict.inertia].data = force
local new_angle = e["race.angle"].data + f_lateral * dt/mass
e["race.angle"].data = new_angle
e[race.dict.velocity].data = new_velocity
-- local new_angle = e["race.angle"].data + f_lateral * dt/mass
-- e["race.angle"].data = new_angle
-- e[race.dict.velocity].data = new_velocity
-- local goal_x, goal_y = racing_phy.drift(dt, pos_x, pos_y, new_velocity, max_speed, new_angle, magic_n.scale_x, magic_n.scale_y)
local goal_x, goal_y = racing_phy.drift(dt, pos_x, pos_y, new_velocity, max_speed, new_angle, magic_n.scale_x, magic_n.scale_y)
-- print("force_forward", f_forward, "f_lateral", f_lateral, "velocity", new_velocity, "angle", new_angle, "goal_x", goal_x, "goal_y", goal_y)
-- e["race.pos"].data[1] = goal_x
-- e["race.pos"].data[2] = goal_y
e["race.pos"].data[1] = goal_x
e["race.pos"].data[2] = goal_y
end
end
@ -263,8 +328,8 @@ function system:draw()
local image = e["race.image"].data.image
local origin = e["race.image"].data.origin
--draw(velocity, x, y, sx, sy, angle, image, origin)
local vx = e[race.dict.velocity].data[1]
local vy = e[race.dict.velocity].data[2]
local vx = 0
local vy = 0
test.set_sphere(x, y, vx, vy)
end
end

View File

@ -3,28 +3,26 @@ local race = require("love_src.src.world.top_down_race.component.race")
local template = {}
template.default_data = {
velocity = {0.0, 0.0},
max_speed = 10.0,
accel = 10.0,
brake = 10.0,
grip = 10.0,
max_speed = 10.0,
steer = 10.0,
velocity = 0.0,
inertia = {0.0, 0.0},
mass = 10.0,
streamline = 1.0
drag = 2.0,
mass = 10.0
}
function template.assemble(e, data)
e:give(race.dict.max_speed, data.max_speed)
e:give(race.dict.velocity, data.velocity[1], data.velocity[2])
e:give(race.dict.accel, data.accel)
e:give(race.dict.brake, data.brake)
e:give(race.dict.grip, data.grip)
e:give(race.dict.max_speed, data.max_speed)
e:give(race.dict.steer, data.steer)
e:give(race.dict.velocity, data.velocity)
e:give(race.dict.inertia, data.inertia[1], data.inertia[2])
e:give(race.dict.drag, data.drag)
e:give(race.dict.mass, data.mass)
e:give(race.dict.streamline, data.streamline)
end
return template