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926abae31b
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c0445364da
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@ -137,7 +137,7 @@ describe Vector do
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Vector[1, 1].magnitude.should eq(Math.sqrt(2))
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Vector[1, 2].magnitude.should eq(Math.sqrt(1**2 + 2**2))
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Vector[2, 2].magnitude.should eq(Math.sqrt(2**2 + 2**2))
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Vector[2, 2, 2].magnitude.should eq((2**2 + 2**2 + 2**2)**(1.0/2.0))
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Vector[2, 2, 2].magnitude.should eq((2**2 + 2**2 + 2**2)**(1.0/3.0))
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end
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it "normalized vector" do
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@ -169,16 +169,13 @@ class Vector(T, N) # should be a struct since it's a simple pointer inside, the
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T
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end
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# I think it's always square root not 1.0/size
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def magnitude : Number
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reduce(T.zero) { |base, elem| base + elem**2 } ** (1.0 / 2.0)
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reduce(T.zero) { |base, elem| base + elem**2 } ** (1.0 / size)
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end
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# put the vector on a trigonomic circle so sqrt(x**2 + y**2) = 1
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def normalize
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magnitude = self.magnitude
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self / magnitude
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end
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def normalize
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self.div!(magnitude)
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end
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end
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@ -139,26 +139,11 @@ class Vessel(N)
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end
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class Pilot(N) < Station(N)
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# these properties handle manual override of trust (either analogic or exact computed)
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property low_thrust_save, low_thrust_pressed, computer_input_thrust
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# on the interface, the pilot can select a body to create relative vectors
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property current_selected_body : Gravity::Body(N)?
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# this is a hard limit for thrust so the pilot can avoid killing all the people aboard
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property max_thrust
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# permanent mode is the default mode to apply at all time
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property permanent_mode
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# temporary mode must be set at each tick and will be reset each time it is applied
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property temporary_mode
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property low_thrust_save, low_thrust_pressed, computer_input_thurst
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property permanent_mode, temporary_mode
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enum Mode
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Constant
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Pulse
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AntiGrav
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AntiSpeed
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end
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@permanent_mode : Mode?
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@temporary_mode : Mode?
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@permanent_mode : Symbol?
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@temporary_mode : Symbol?
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def initialize(*p, **o)
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super
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@ -166,53 +151,37 @@ class Vessel(N)
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@temporary_mode = nil
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@low_thrust_save = 0.0
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@low_thrust_pressed = false
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@computer_input_thrust = Vector(Float64, N).zero
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@max_thrust = 10.0
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@current_selected_body = nil
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@computer_input_thurst = Vector(Float64, N).zero
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end
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# Modify immediatly one elemnt of the acceleration vector
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def set_exact_acceleration_axis(index : Int32, value : Float64)
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def set_exact_acceleration_axis!(index : Int32, value : Float64)
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vessel.gravity_body.acceleration[index] = value
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end
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# Modify immediatly the acceleration vector
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def set_exact_acceleration_axis(axis : Vector(Float64, N))
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def set_exact_acceleration_axis!(axis : Vector(Float64, N))
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axis.each_with_index do |value, index|
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set_exact_acceleration_axis(index, value)
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set_exact_acceleration_axis!(index, value)
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end
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end
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# set_exact_acceleration_axis({0, 23.0}, {1, 11.2}) # to set x;y at once
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def set_exact_acceleration_axis(*tuples : Array(Tuple(Int32, Float64)))
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# set_exact_acceleration_axis!({0, 23.0}, {1, 11.2}) # to set x;y at once
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def set_exact_acceleration_axis!(*tuples : Array(Tuple(Int32, Float64)))
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tuples.each do |tuple|
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set_exact_acceleration_axis(*tuple)
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set_exact_acceleration_axis!(*tuple)
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end
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end
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def immediate_mode
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@temporary_mode || @permanent_mode
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end
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def apply_current_mode
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if immediate_mode == Mode::AntiGrav
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if (@permanent_mode == :antigrav && @temporary_mode.nil?) || @temporary_mode == :antigrav
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# somehow it doesn't work as expected... :thinking:
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set_exact_acceleration_axis(-vessel.gravity)
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elsif immediate_mode == Mode::AntiSpeed
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if (current_selected_body = @current_selected_body)
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relative_speed = vessel.gravity_body.speed - current_selected_body.speed
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if relative_speed.magnitude > @max_thrust
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relative_speed.normalize.mult!(@max_thrust)
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end
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set_exact_acceleration_axis(-relative_speed)
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end
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set_exact_acceleration_axis!(-vessel.gravity)
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end
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@temporary_mode = nil # each time we apply the temporary_mode, reset it
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end
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def accelerate_current_vector!(coef : Float64)
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set_exact_acceleration_axis(vessel.gravity_body.speed * coef)
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set_exact_acceleration_axis!(vessel.gravity_body.speed * coef)
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end
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end
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@ -175,7 +175,7 @@ class Game
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end
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if joystick_moved_modified == :vector
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@vessel.pilot.set_exact_acceleration_axis(@joystick_moved)
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@vessel.pilot.set_exact_acceleration_axis!(@joystick_moved)
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elsif joystick_moved_modified == :accelerate
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# can double the vector each second
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Log.debug "accelerate #{@joystick_moved}"
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@ -59,8 +59,8 @@ module PhysicsSandboxDraw
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),
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) do |value|
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@vessel.pilot.order(priority: 10, group: :acceleration_x) do
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@vessel.pilot.set_exact_acceleration_axis(0, value)
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@vessel.pilot.permanent_mode = Vessel::Pilot::Mode::Constant
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@vessel.pilot.set_exact_acceleration_axis!(0, value)
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@vessel.pilot.permanent_mode = :constant
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@vessel.pilot.low_thrust_pressed = false
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@vessel.pilot.low_thrust_save = value
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end
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@ -75,8 +75,8 @@ module PhysicsSandboxDraw
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),
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) do |value|
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@vessel.pilot.order(priority: 10, group: :acceleration_y) do
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@vessel.pilot.set_exact_acceleration_axis(1, value)
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@vessel.pilot.permanent_mode = Vessel::Pilot::Mode::Constant
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@vessel.pilot.set_exact_acceleration_axis!(1, value)
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@vessel.pilot.permanent_mode = :constant
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@vessel.pilot.low_thrust_pressed = false
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@vessel.pilot.low_thrust_save = value
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end
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@ -94,12 +94,12 @@ module PhysicsSandboxDraw
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data: @vessel.gravity_body.acceleration[0],
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) do |value|
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@vessel.pilot.order(priority: 10, group: :maneuvers) do
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@vessel.pilot.temporary_mode = Vessel::Pilot::Mode::Pulse
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@vessel.pilot.temporary_mode = :pulse
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if !@vessel.pilot.low_thrust_pressed
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@vessel.pilot.low_thrust_save = @vessel.gravity_body.acceleration[0]
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end
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@vessel.pilot.low_thrust_pressed = true
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@vessel.pilot.set_exact_acceleration_axis(0, value)
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@vessel.pilot.set_exact_acceleration_axis!(0, value)
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lock_callback = @ui_events_handler.add(SF::Event::KeyPressed) do |callback, event|
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if event.as(SF::Event::KeyPressed).code == SF::Keyboard::Key::L
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@vessel.pilot.low_thrust_save = value
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@ -109,7 +109,7 @@ module PhysicsSandboxDraw
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@ui_events_handler.remove(SF::Event::MouseButtonReleased, callback)
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@ui_events_handler.remove(SF::Event::MouseButtonReleased, lock_callback)
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@vessel.pilot.low_thrust_pressed = false
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@vessel.pilot.set_exact_acceleration_axis(0, @vessel.pilot.low_thrust_save)
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@vessel.pilot.set_exact_acceleration_axis!(0, @vessel.pilot.low_thrust_save)
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end
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end
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end
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@ -120,12 +120,12 @@ module PhysicsSandboxDraw
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data: @vessel.gravity_body.acceleration[1],
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) do |value|
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@vessel.pilot.order(priority: 10, group: :maneuvers) do
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@vessel.pilot.temporary_mode = Vessel::Pilot::Mode::Pulse
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@vessel.pilot.temporary_mode = :pulse
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if !@vessel.pilot.low_thrust_pressed
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@vessel.pilot.low_thrust_save = @vessel.gravity_body.acceleration[1]
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end
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@vessel.pilot.low_thrust_pressed = true
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@vessel.pilot.set_exact_acceleration_axis(1, value)
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@vessel.pilot.set_exact_acceleration_axis!(1, value)
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lock_callback = @ui_events_handler.add(SF::Event::KeyPressed) do |callback, event|
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if event.as(SF::Event::KeyPressed).code == SF::Keyboard::Key::L
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@vessel.pilot.low_thrust_save = value
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@ -135,7 +135,7 @@ module PhysicsSandboxDraw
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@ui_events_handler.remove(SF::Event::MouseButtonReleased, callback)
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@ui_events_handler.remove(SF::Event::MouseButtonReleased, lock_callback)
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@vessel.pilot.low_thrust_pressed = false
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@vessel.pilot.set_exact_acceleration_axis(1, @vessel.pilot.low_thrust_save)
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@vessel.pilot.set_exact_acceleration_axis!(1, @vessel.pilot.low_thrust_save)
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end
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end
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end
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@ -148,94 +148,65 @@ module PhysicsSandboxDraw
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->{
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draw_input(
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label: "###acceleration_digit_x",
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data: @vessel.pilot.computer_input_thrust[0],
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data: @vessel.pilot.computer_input_thurst[0],
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) do |value|
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@vessel.pilot.order(priority: 9, group: :maneuvers) do
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@vessel.pilot.computer_input_thrust[0] = value
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@vessel.pilot.computer_input_thurst[0] = value
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end
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end
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},
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->{
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draw_input(
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label: "###acceleration_digit_y",
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data: @vessel.pilot.computer_input_thrust[1],
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data: @vessel.pilot.computer_input_thurst[1],
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) do |value|
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@vessel.pilot.order(priority: 9, group: :maneuvers) do
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@vessel.pilot.computer_input_thrust[1] = value
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@vessel.pilot.computer_input_thurst[1] = value
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end
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end
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},
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"m/s²",
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)
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# Manual reset
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draw_table_line(
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"",
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->{
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if ImGui.button("Comfirm")
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@vessel.pilot.order(priority: 100, group: :maneuvers) do
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@vessel.pilot.permanent_mode = Vessel::Pilot::Mode::Constant
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@vessel.pilot.set_exact_acceleration_axis(@vessel.pilot.computer_input_thrust)
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# @vessel.pilot.set_exact_acceleration_axis(0, @vessel.pilot.computer_input_thrust[0])
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# @vessel.pilot.set_exact_acceleration_axis(1, @vessel.pilot.computer_input_thrust[1])
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@vessel.pilot.permanent_mode = :constant
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@vessel.pilot.set_exact_acceleration_axis!(@vessel.pilot.computer_input_thurst)
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# @vessel.pilot.set_exact_acceleration_axis!(0, @vessel.pilot.computer_input_thurst[0])
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# @vessel.pilot.set_exact_acceleration_axis!(1, @vessel.pilot.computer_input_thurst[1])
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end
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end
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},
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->{
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if ImGui.button("Reset")
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@vessel.pilot.order(priority: 100, group: :prepare) do
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@vessel.pilot.set_exact_acceleration_axis(@vessel.pilot.computer_input_thrust)
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# @vessel.pilot.computer_input_thrust[0] = @vessel.gravity_body.acceleration[0]
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# @vessel.pilot.computer_input_thrust[1] = @vessel.gravity_body.acceleration[1]
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@vessel.pilot.set_exact_acceleration_axis!(@vessel.pilot.computer_input_thurst)
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# @vessel.pilot.computer_input_thurst[0] = @vessel.gravity_body.acceleration[0]
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# @vessel.pilot.computer_input_thurst[1] = @vessel.gravity_body.acceleration[1]
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end
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end
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},
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->{
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if ImGui.button("Zero")
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@vessel.pilot.order(priority: 10, group: :prepare) do
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@vessel.pilot.computer_input_thrust[0] = 0.0
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@vessel.pilot.computer_input_thrust[1] = 0.0
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@vessel.pilot.computer_input_thurst[0] = 0.0
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@vessel.pilot.computer_input_thurst[1] = 0.0
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end
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end
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},
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)
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draw_table_line(
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"",
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# AntiGrav
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->{
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if @vessel.pilot.permanent_mode != Vessel::Pilot::Mode::AntiGrav
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if @vessel.pilot.permanent_mode != :antigrav
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if ImGui.button("Anti-grav")
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@vessel.pilot.order(priority: 10, group: :fly_mode) do
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@vessel.pilot.permanent_mode = Vessel::Pilot::Mode::AntiGrav
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# @vessel.gravity_body.acceleration[0] = @vessel.gravity[0]
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# @vessel.gravity_body.acceleration[1] = @vessel.gravity[1]
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@vessel.pilot.permanent_mode = :antigrav
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@vessel.gravity_body.acceleration[0] = @vessel.gravity[0]
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@vessel.gravity_body.acceleration[1] = @vessel.gravity[1]
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end
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end
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else
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if ImGui.button("Disable anti-grav")
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@vessel.pilot.order(priority: 11, group: :fly_mode) do
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if @vessel.pilot.permanent_mode == Vessel::Pilot::Mode::AntiGrav
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@vessel.pilot.permanent_mode = nil
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end
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end
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end
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end
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},
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# AntiSpeed
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->{
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if @vessel.pilot.permanent_mode != Vessel::Pilot::Mode::AntiSpeed
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if ImGui.button("Anti-speed")
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@vessel.pilot.order(priority: 10, group: :fly_mode) do
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@vessel.pilot.permanent_mode = Vessel::Pilot::Mode::AntiSpeed
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@vessel.pilot.current_selected_body = @star.gravity_body
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# @vessel.antispeed[0] = @vessel.speed[0]
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# @vessel.antispeed[1] = @vessel.speed[1]
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end
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end
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else
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if ImGui.button("Disable anti-speed")
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@vessel.pilot.order(priority: 11, group: :fly_mode) do
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if @vessel.pilot.permanent_mode == Vessel::Pilot::Mode::AntiSpeed
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if @vessel.pilot.permanent_mode == :antigrav
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@vessel.pilot.permanent_mode = nil
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end
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end
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Reference in New Issue
Block a user