Esempio n. 1
0
    void FixedUpdate()
    {
        if (moving)
        {
            //Calculate tau dynamically to account for mass changes
            tau = PhysicsCalculator.calculateTau(mass_com, dragCoefficient);

            //Calculate the boat's velocity for its forward motion
            vMax  = PhysicsCalculator.calculteTerminalVelocity(force, dragCoefficient);
            newVz = PhysicsCalculator.calculateVelocityWithDrag(vMax, dragCoefficient, oldVz, fixedTime, mass_com);
            newDz = PhysicsCalculator.calculatePositionWithDrag(oldDz, force, dragCoefficient, fixedTime, mass_com, oldVz);

            //Calculate the linear movement acceleration with drag
            accelerationWithDrag = PhysicsCalculator.calculateAccelerationWithDrag(force, dragCoefficient, oldVz, mass_com);

            //Calculate the boat's velocity and acceleration with drag for its angular motion
            oMax  = PhysicsCalculator.calculateTerminalAngularVelocity(turnForce, dragCoefficient);
            omega = PhysicsCalculator.calculateAngularVelocityWithDrag(oMax, dragCoefficient, oldOmega, fixedTime, mass_com);

            //Update the boat's position
            totalBoat.transform.Translate(newVx * fixedTime, 0, newVz * fixedTime);
            totalBoat.transform.Rotate(0, Mathf.Rad2Deg * (omega * fixedTime), 0, Space.Self);
        }

        if (moving)
        {
            numUpdates++;

            //update UI
            timeText.text = "Time: " + ((numUpdates) * fixedTime) + " seconds";
            posText.text  = "Velocity: " + newVz + "m/s";
            angDText.text = "Acceleration " + accelerationWithDrag + " m/s^2";
            disText.text  = "Distance: " + newDz + " m";

            oldDx = newDx;
            oldVx = newVx;
            oldDz = newDz;
            oldVz = newVz;

            oldOmega = omega;
        }
    }
Esempio n. 2
0
    void FixedUpdate()
    {
        if (moving)
        {
            if (numUpdates == 100 && !dynamicControls)
            {
                moving = false;
            }

            //calculate the new distances and velocities
            newDx = PhysicsCalculator.calculateDistance(oldDx, acceleration.x, oldVx, fixedTime);
            newVx = PhysicsCalculator.calculateVelocity(oldVx, acceleration.x, fixedTime);

            newDz = PhysicsCalculator.calculateDistance(oldDz, acceleration.z, oldVz, Time.fixedDeltaTime);
            newVz = PhysicsCalculator.calculateVelocity(oldVz, acceleration.z, Time.fixedDeltaTime);


            if (rotLeft)
            {
                temp1 = accelerationL;
            }

            if (rotRight)
            {
                temp1 = accelerationR;
            }

            angularVelocity = oldAngularVelocity + (temp1 * fixedTime);

            angularDisplacement += Mathf.Abs(angularVelocity * fixedTime);

            distanceX += newVx * fixedTime;
            distanceZ += newVz * fixedTime;

            //------- LAB #7 Additions -------
            tau  = PhysicsCalculator.calculateTau(mass_com, dragCoefficient);
            vMax = PhysicsCalculator.calculteTerminalVelocity(force, dragCoefficient);

            newVz = PhysicsCalculator.calculateVelocityWithDrag(vMax, dragCoefficient, oldVz, fixedTime, mass_com);
            newDz = PhysicsCalculator.calculatePositionWithDrag(oldDz, force, dragCoefficient, fixedTime, mass_com, oldVz);

            accelerationWithDrag = PhysicsCalculator.calculateAccelerationWithDrag(force, dragCoefficient, oldVz, mass_com);

            totalBoat.transform.Translate(newVx * fixedTime, 0, newVz * fixedTime);
        }

        if (moving)
        {
            numUpdates++;

            //update UI
            timeText.text = "Time: " + ((numUpdates) * fixedTime) + " seconds, " + (numUpdates) + " updates";
            posText.text  = "Velocity: " + newVz + "m/s";
            angDText.text = "Acceleration " + accelerationWithDrag + " m/s^2";
            disText.text  = "Distance: " + newDz + " m";

            oldDx = newDx;
            oldVx = newVx;

            oldDz = newDz;
            oldVz = newVz;
            oldAngularVelocity = angularVelocity;
        }
        else
        {
            v_final = oldVz;
        }
    }