Fix angle resolution

This commit is contained in:
asraelite 2018-03-06 15:17:44 +00:00
parent 5b861cc341
commit 0101ef8d55
5 changed files with 44 additions and 22 deletions

View file

@ -1,4 +1,4 @@
import {GRAVITATIONAL_CONSTANT as G} from '../consts.mjs';
import {GRAVITATIONAL_CONSTANT as G, TAU} from '../consts.mjs';
export default class Body {
constructor(x, y, mass) {
@ -24,6 +24,14 @@ export default class Body {
return Math.sqrt(this.xvel ** 2 + this.yvel ** 2);
}
angleDifference(a, b) {
return Math.atan2(Math.sin(a - b), Math.cos(a - b));
}
normalizeAngle(a = this.r) {
return ((a % TAU) + TAU) % TAU;
}
getCelestialCollision(celestials) {
let result = false;
celestials.forEach(c => {
@ -51,6 +59,7 @@ export default class Body {
(y * Math.cos(r) - x * Math.sin(r))];
}
// TODO: Remove and replace uses with `rotateVector`.
relativeVector(x, y) {
return this.rotateVector(x, y, this.r);
}

View file

@ -112,24 +112,27 @@ export default class Ship extends Body {
}
resolveCelestialCollision(pos, cel) {
// I don't even know why this works, don't touch it.
let theta = this.angleTo(...this.com, ...cel.com);
let angleToCom = this.angleTo(...this.com, ...pos);
let turnAngle = angleToCom - theta;
let checkAngle = theta - this.r - Math.PI / 2;
let celToCom = this.angleTo(...this.com, ...cel.com);
let celToPoc = this.angleTo(...pos, ...cel.com);
let pocToCom = this.angleTo(...this.com, ...pos);
let turnAngle = this.angleDifference(celToPoc, pocToCom);
let checkAngle = this.angleDifference(celToPoc, this.r + Math.PI / 2);
let [force] = this.rotateVector(0, 1, turnAngle);
if (Math.abs(checkAngle) < consts.TIP_ANGLE) {
force *= -1;
}
if (Math.abs(checkAngle) < consts.TIP_ANGLE) force *= -1;
let canLand = Math.abs(checkAngle) < 0.03
&& Math.abs(this.rvel) < 0.001;
if (canLand) {
this.landed = true;
this.rvel = 0;
this.r = theta - Math.PI / 2;
this.r = celToCom - Math.PI / 2;
}
this.rvel -= force * consts.TIP_SPEED;
this.rvel += force * consts.TIP_SPEED;
}
checkModuleCollision(module, body) {