Ejemplo n.º 1
0
    public void pause()
    {
        moving = !moving;

        //react to the collision
        oldVx = PhysicsCalculator.calculateRecoilVelocity(jImpulse, projMass, gunBallVelocity);
        gunBallVelocityFinal = oldVx;

        targetVelocity = PhysicsCalculator.calculateRecoilVelocity(-jImpulse, targetMass, targetVelocity);

        momentumFinal.x = PhysicsCalculator.calculateMomentum(projMass, oldVx);
        momentumFinal.y = PhysicsCalculator.calculateMomentum(targetMass, targetVelocity);
        momentumFinal.z = momentumFinal.x + momentumFinal.y;
    }
Ejemplo n.º 2
0
    public void pause()
    {
        moving   = !moving;
        collided = true;

        float x = Mathf.Abs(gunball.transform.position.x - target.transform.position.x);
        float z = Mathf.Sqrt(1 - Mathf.Pow(x, 2));

        gunball.transform.position = new Vector3(gunball.transform.position.x, gunball.transform.position.y, target.transform.position.z - z);

        //react to the collision
        gunBallVelocityFinal = PhysicsCalculator.calculateRecoilVelocity(jImpulse, projMass, gunBallVelocity);
        targetVelocityFinal  = PhysicsCalculator.calculateRecoilVelocity(-jImpulse, targetMass, targetVelocity);

        //Lab #10
        normals.x = target.transform.position.x - gunball.transform.position.x;
        normals.z = target.transform.position.z - gunball.transform.position.z;

        jNormal = (jImpulse * normals.z) + (0 * normals.x);

        tangentials.z = normals.x * -1;
        tangentials.x = normals.z;

        bulletinitialNormal = (gunBallVelocity * normals.z) + (0 * normals.x);
        bulletinitialTang   = (gunBallVelocity * tangentials.z) + (0 * tangentials.x);

        targetinitialNormal = (targetVelocity * normals.z) + (0 * normals.x);
        targetinitialTang   = (targetVelocity * tangentials.z) + (0 * tangentials.z);

        bulletZfinalNormal = (jNormal / projMass + bulletinitialNormal) * normals.z;
        bulletZfinalTang   = (bulletinitialTang * tangentials.z);

        targetZfinalNormal = ((-jNormal) / targetMass + targetinitialNormal) * normals.z;
        targetZfinalTang   = (targetinitialTang * tangentials.z);

        //z velocities
        bulletZfinal = bulletZfinalNormal + bulletZfinalTang;
        targetZfinal = targetZfinalNormal + targetZfinalTang;

        bulletXfinalNormal = (jNormal / projMass + bulletinitialNormal) * normals.x;
        bulletXfinalTang   = (bulletinitialTang * tangentials.x);

        targetXfinalNormal = ((-jNormal) / targetMass + targetinitialNormal) * normals.x;
        targetXfinalTang   = targetinitialTang * tangentials.x;

        //x velocities
        bulletXFinal = bulletXfinalNormal + bulletXfinalTang;
        targetXFinal = targetXfinalNormal + targetXfinalTang;

        //bullet, target, final
        //momentum
        momentumInitialZ.x = projMass * gunBallVelocity;
        momentumInitialZ.y = targetMass * targetVelocity;
        momentumInitialZ.z = momentumInitialZ.x + momentumInitialZ.y;

        momentumFinalZ.x = projMass * bulletZfinal;
        momentumFinalZ.y = targetMass * targetZfinal;
        momentumFinalZ.z = momentumFinalZ.x + momentumFinalZ.y;

        momentumInitialX.x = 0f;
        momentumInitialX.y = 0f;
        momentumInitialX.z = momentumInitialX.x + momentumInitialX.y;

        momentumFinalX.x = projMass * bulletXFinal;
        momentumFinalX.y = targetMass * targetXFinal;
        momentumFinalX.z = momentumFinalX.x + momentumFinalX.y;

        //energy
        energyInitialZ.x = 0.5f * projMass * gunBallVelocity * gunBallVelocity;
        energyInitialZ.y = 0.5f * targetMass * targetVelocity * targetVelocity;
        energyInitialZ.z = energyInitialZ.x + energyInitialZ.y;

        energyFinalZ.x = 0.5f * projMass * bulletZfinal * bulletZfinal;
        energyFinalZ.y = 0.5f * targetMass * targetZfinal * targetZfinal;
        energyFinalZ.z = energyFinalZ.x + energyFinalZ.y;

        energyInitialX.x = 0.5f * projMass * 0.0f * 0.0f;
        energyInitialX.y = 0.5f * targetMass * 0.0f * 0.0f;
        energyInitialX.z = energyInitialX.x + energyInitialX.y;

        energyFinalX.x = 0.5f * projMass * bulletXFinal * bulletXFinal;
        energyFinalX.y = 0.5f * targetMass * targetXFinal * targetXFinal;
        energyFinalX.z = energyFinalX.x + energyFinalX.y;

        totalEnergy = energyFinalX.z + energyFinalZ.z;
    }
Ejemplo n.º 3
0
    public void pause()
    {
        moving   = !moving;
        collided = true;

        R1.x = gunball.transform.position.x;
        R1.y = gunball.transform.position.y;
        R1.z = gunball.transform.position.z;

        R2.x = target.transform.position.x;
        R2.y = target.transform.position.y;
        R2.z = target.transform.position.z;

        P.z = target.transform.position.z - 0.5f;
        P.x = gunball.transform.position.x + (target.transform.position.x - gunball.transform.position.x) / 2;

        //reposition the cube
        gunball.transform.position = new Vector3(gunball.transform.position.x, gunball.transform.position.y, target.transform.position.z - 1);

        //Lab #10
        normals.x = target.transform.position.x - gunball.transform.position.x;
        normals.z = target.transform.position.z - gunball.transform.position.z;

        //lab #11 additions
        lowCaseR1 = PhysicsCalculator.calculateSubtractVector(P, gunball.transform.position);
        lowCaseR2 = PhysicsCalculator.calculateSubtractVector(P, target.transform.position);

        //hacky fix :)
        normals.x     = 0;
        tangentials.z = normals.x;
        //--------------------------------

        jImpulse = PhysicsCalculator.calculateJImpulse((gunBallVelocity - targetVelocity), e, projMass, targetMass, normals, lowCaseR1, lowCaseR2, moi1, moi2);

        omegaBallF   = -(omegaBallI + Vector3.Cross(lowCaseR1, (normals * jImpulse)) / moi1);
        omegaTargetF = omegaTargetI + Vector3.Cross(lowCaseR2, (normals * jImpulse)) / moi2;

        //Lab #10
        jNormal = (jImpulse * normals.z) + (0 * normals.x);

        //react to the collision
        gunBallVelocityFinal = PhysicsCalculator.calculateRecoilVelocity(jNormal, projMass, gunBallVelocity);
        targetVelocityFinal  = PhysicsCalculator.calculateRecoilVelocity(-jNormal, targetMass, targetVelocity);

        tangentials.z = normals.x * -1;
        tangentials.x = normals.z;

        bulletinitialNormal = (gunBallVelocity * normals.z) + (0 * normals.x);
        bulletinitialTang   = (gunBallVelocity * tangentials.z) + (0 * tangentials.x);

        targetinitialNormal = (targetVelocity * normals.z) + (0 * normals.x);
        targetinitialTang   = (targetVelocity * tangentials.z) + (0 * tangentials.z);

        //final normals
        bulletZfinalNormal = (jNormal / projMass + bulletinitialNormal) * normals.z;
        bulletZfinalTang   = (bulletinitialTang * tangentials.z);

        targetZfinalNormal = ((-jNormal) / targetMass + targetinitialNormal) * normals.z;
        targetZfinalTang   = (targetinitialTang * tangentials.z);

        //z velocities
        bulletZfinal = bulletZfinalNormal + bulletZfinalTang;
        targetZfinal = targetZfinalNormal + targetZfinalTang;

        bulletXfinalNormal = (jNormal / projMass + bulletinitialNormal) * normals.x;
        bulletXfinalTang   = (bulletinitialTang * tangentials.x);

        targetXfinalNormal = ((-jNormal) / targetMass + targetinitialNormal) * normals.x;
        targetXfinalTang   = targetinitialTang * tangentials.x;

        //x velocities
        bulletXFinal = bulletXfinalNormal + bulletXfinalTang;
        targetXFinal = targetXfinalNormal + targetXfinalTang;

        //bullet, target, final
        //momentum
        momentumInitialZ.x = projMass * gunBallVelocity;
        momentumInitialZ.y = targetMass * targetVelocity;
        momentumInitialZ.z = momentumInitialZ.x + momentumInitialZ.y;

        momentumFinalZ.x = projMass * bulletZfinal;
        momentumFinalZ.y = targetMass * targetZfinal;
        momentumFinalZ.z = momentumFinalZ.x + momentumFinalZ.y;

        momentumInitialX.x = 0f;
        momentumInitialX.y = 0f;
        momentumInitialX.z = momentumInitialX.x + momentumInitialX.y;

        momentumFinalX.x = projMass * bulletXFinal;
        momentumFinalX.y = targetMass * targetXFinal;
        momentumFinalX.z = momentumFinalX.x + momentumFinalX.y;

        //energy
        energyInitialZ.x = 0.5f * projMass * gunBallVelocity * gunBallVelocity;
        energyInitialZ.y = 0.5f * targetMass * targetVelocity * targetVelocity;
        energyInitialZ.z = energyInitialZ.x + energyInitialZ.y;

        energyFinalZ.x = 0.5f * projMass * bulletZfinal * bulletZfinal;
        energyFinalZ.y = 0.5f * targetMass * targetZfinal * targetZfinal;
        energyFinalZ.z = energyFinalZ.x + energyFinalZ.y;

        energyInitialX.x = 0.5f * projMass * 0.0f * 0.0f;
        energyInitialX.y = 0.5f * targetMass * 0.0f * 0.0f;
        energyInitialX.z = energyInitialX.x + energyInitialX.y;

        energyFinalX.x = 0.5f * projMass * bulletXFinal * bulletXFinal;
        energyFinalX.y = 0.5f * targetMass * targetXFinal * targetXFinal;
        energyFinalX.z = energyFinalX.x + energyFinalX.y;

        //rotational energy
        rotEnergy.x = (0.5f * moi1 * omegaBallF.y * omegaBallF.y);
        rotEnergy.y = (0.5f * moi2 * omegaTargetF.y * omegaTargetF.y);
        rotEnergy.z = rotEnergy.x + rotEnergy.y;

        totalEnergy = energyFinalZ.z + (0.5f * moi1 * omegaBallF.y * omegaBallF.y) + (0.5f * moi2 * omegaTargetF.y * omegaTargetF.y);

        //gunball momentum values
        Vector3 gunballInitialMomentum = new Vector3(momentumInitialX.x, 0.0f, momentumInitialZ.x);
        //nothing happening in x, hence why it's 0
        Vector3 gunballFinalMomentum = new Vector3(0.0f, 0.0f, momentumFinalZ.x);

        //target momentum values
        Vector3 targetInitialMomentum = new Vector3(momentumInitialX.y, 0.0f, momentumInitialZ.y);
        //nothing happening in x, hence why it's 0
        Vector3 targetFinalMomentum = new Vector3(0.0f, 0.0f, momentumFinalZ.y);

        LInitial = PhysicsCalculator.calculateAngularMomentum(lowCaseR1, lowCaseR2, gunballInitialMomentum, targetInitialMomentum);

        LFinal1 = Vector3.Cross(lowCaseR1, gunballFinalMomentum) + (moi1 * omegaBallF);
        LFinal2 = Vector3.Cross(lowCaseR2, targetFinalMomentum) + (moi2 * omegaTargetF);

        LFinalTotal = LFinal1 + LFinal2;
    }