docs(*): Add in physics formulae so I remember vaguely what I was trying to do

This commit is contained in:
Josh Creek
2025-07-13 21:04:24 +01:00
parent cba9a51b5f
commit 7fe9f8e263
+44 -4
View File
@@ -28,9 +28,13 @@ func _ready():
gravity_scale = 1.0
# Set custom inertia for better rotation
# Physics: I = m * r² (moment of inertia = mass × radius²)
# Lower inertia = easier to rotate, higher inertia = more stable
inertia = Vector3(1.0, 1.0, 1.0)
# Create and apply low-friction physics material
# Physics: F_friction = μ * N (friction force = coefficient × normal force)
# Lower μ (friction coefficient) = less resistance to sliding
var ship_material = PhysicsMaterial.new()
ship_material.friction = 0.1 # Very low friction
ship_material.bounce = 0.2 # Slight bounce
@@ -73,17 +77,25 @@ func _update_camera(delta):
func _update_ball_cam(delta):
# In ball cam, camera positions itself so the ship is between camera and ball
# Physics: Vector mathematics for 3D positioning
var ship_pos = global_transform.origin
var ball_pos = ball.global_transform.origin
# Calculate direction from ball to ship
# Physics: Vector subtraction and normalization
# Direction vector: d̂ = (P₂ - P₁) / |P₂ - P₁|
var ball_to_ship = (ship_pos - ball_pos).normalized()
# Position camera behind the ship relative to the ball's position
# This ensures the ship is always between the camera and ball
# Physics: Vector addition for position calculation
# P_camera = P_ship + d̂ * distance + height_offset
var camera_target_pos = ship_pos + ball_to_ship * camera_distance + Vector3.UP * camera_height
# Smoothly move camera to target position
# Physics: Linear interpolation (LERP) for smooth motion
# P(t) = P₀ + t * (P₁ - P₀), where t ∈ [0,1]
# This creates exponential approach to target position
camera.global_transform.origin = camera.global_transform.origin.lerp(camera_target_pos, camera_smoothing * delta)
# Make camera look at the ball
@@ -93,11 +105,17 @@ func _update_ball_cam(delta):
var to_ball = (ball_pos - camera_pos).normalized()
# Create look-at transform manually
# Physics: 3D rotation matrices and basis vectors
# Uses right-hand rule: forward = -Z, up = Y, right = X
# Basis matrix transforms local coordinates to world coordinates
var camera_transform = Transform3D()
camera_transform.origin = camera_pos
camera_transform.basis = Basis.looking_at(to_ball, Vector3.UP)
# Apply the rotation smoothly
# Physics: Spherical linear interpolation (SLERP) for rotation
# SLERP provides smooth rotation along great circle on unit sphere
# Maintains constant angular velocity during interpolation
camera.global_transform.basis = camera.global_transform.basis.slerp(camera_transform.basis, camera_smoothing * delta)
func _update_ship_cam(delta):
@@ -180,10 +198,15 @@ func apply_thruster_forces(state: PhysicsDirectBodyState3D, thrust_input: Vector
return
# Convert thrust input to world space forces based on ship orientation
# Physics: F = m * a (Newton's Second Law: Force = mass × acceleration)
# World force = Local force × Rotation matrix (basis transformation)
var ship_basis = global_transform.basis
var world_thrust = Vector3.ZERO
# All thrusters should work relative to ship orientation
# Physics: Vector transformation from local to world coordinates
# F_world = R * F_local (where R is rotation matrix)
# Forward/backward thrust (main engines)
world_thrust += -ship_basis.z * thrust_input.z * thrust_power
@@ -199,6 +222,7 @@ func apply_thruster_forces(state: PhysicsDirectBodyState3D, thrust_input: Vector
world_thrust *= turbo_multiplier
# Apply the force
# Physics: Δv = F * Δt / m (change in velocity = force × time / mass)
state.apply_central_force(world_thrust)
func apply_rotation_forces(state: PhysicsDirectBodyState3D, rotation_input: Vector3):
@@ -206,19 +230,29 @@ func apply_rotation_forces(state: PhysicsDirectBodyState3D, rotation_input: Vect
return
# Apply torque for rotation - simple and effective
# Physics: τ = I * α (torque = moment of inertia × angular acceleration)
# Also: α = τ / I (angular acceleration = torque / moment of inertia)
# Lower inertia = higher angular acceleration for same torque
var torque = Vector3(
rotation_input.x * rotation_power, # Pitch
rotation_input.y * rotation_power, # Yaw
rotation_input.z * rotation_power # Roll
rotation_input.x * rotation_power, # Pitch (rotation around X-axis)
rotation_input.y * rotation_power, # Yaw (rotation around Y-axis)
rotation_input.z * rotation_power # Roll (rotation around Z-axis)
)
# Physics: Δω = τ * Δt / I (change in angular velocity = torque × time / inertia)
state.apply_torque(torque)
func apply_drag_and_limits(state: PhysicsDirectBodyState3D, rotation_input: Vector3):
# Linear drag (air resistance)
# Physics: F_drag = -½ * ρ * v² * C_d * A (drag force equation)
# Simplified: v_new = v_old * drag_coefficient (exponential decay)
# This simulates air resistance reducing velocity over time
state.linear_velocity *= drag_coefficient
# Angular drag (rotational resistance) - more aggressive when not rotating
# Angular drag (rotational resistance)
# Physics: Similar to linear drag but for rotational motion
# τ_drag = -C_angular * ω² (angular drag torque)
# Simplified: ω_new = ω_old * angular_drag (exponential decay)
if rotation_input.length() < 0.01:
# More drag when not actively rotating to stop quicker
state.angular_velocity *= 0.9
@@ -227,8 +261,14 @@ func apply_drag_and_limits(state: PhysicsDirectBodyState3D, rotation_input: Vect
state.angular_velocity *= angular_drag
# Limit maximum speeds
# Physics: Terminal velocity concept - maximum achievable speed
# When thrust force = drag force, acceleration = 0, velocity = constant
if state.linear_velocity.length() > max_speed:
# Normalize to unit vector, then scale to max speed
# Physics: v̂ = v / |v| (unit vector), v_limited = v̂ * v_max
state.linear_velocity = state.linear_velocity.normalized() * max_speed
if state.angular_velocity.length() > max_angular_speed:
# Same concept for angular velocity
# Physics: ω̂ = ω / |ω|, ω_limited = ω̂ * ω_max
state.angular_velocity = state.angular_velocity.normalized() * max_angular_speed