minor refactor
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@ -2,11 +2,11 @@ class_name Droplet extends RigidBody2D
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# default mode: a bit sluggish, tendency to pile
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# bounce mode: doesn't settle down at all, but keeps flat surface
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# bounce_wip: wonky AF, probably due to extra compute
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# sinker: new droplet sinks, pile grows outward
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# stick mode: piles tightly, very calm
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# wip mode: interesting, the base stays together, and the new one jumps into place
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enum Mode { DEFAULT, BOUNCE, BOUNCE_WIP, STICK, WIP }
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const MODE: Mode = Mode.WIP
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enum Mode { DEFAULT, BOUNCE, SINKER, RICE, WIP }
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var MODE: Mode
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class DropletConfig:
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var bounce
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@ -22,10 +22,10 @@ class DropletConfig:
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elif mode == Mode.BOUNCE:
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bounce = 0.5
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friction = 0.1
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elif mode == Mode.BOUNCE_WIP:
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bounce = 0.5
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elif mode == Mode.SINKER:
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bounce = 0
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friction = 0.1
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elif mode == Mode.STICK:
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elif mode == Mode.RICE:
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bounce = 0.1
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friction = 0.3
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else: # WIP
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@ -44,7 +44,7 @@ func _ready():
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if not MODE == Mode.DEFAULT:
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contact_monitor = true
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max_contacts_reported = 10
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body_entered.connect(_on_body_entered)
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# body_entered.connect(_on_body_entered)
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func _physics_process(delta):
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if MODE == Mode.WIP:
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@ -59,7 +59,7 @@ func _physics_process(delta):
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func _integrate_forces(state):
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# this is probably overkill since we are overriding the default physics engine
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if MODE == Mode.STICK:
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if MODE == Mode.RICE:
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var v = state.linear_velocity
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var contacts = state.get_contact_count()
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for i in range(contacts):
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@ -71,18 +71,14 @@ func _integrate_forces(state):
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state.linear_velocity = v # self bounce
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if body is RigidBody2D: # other body
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body.apply_central_impulse(normal * v.length() * (other_damp/contacts))
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func _on_body_entered(body):
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if MODE == Mode.BOUNCE_WIP:
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# trying to elicit stronger response from rigidBody that was struck
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# ends up being kind of erratic
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# at damp_factor .75: settles laterally, but erratic past half-full
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# at damp_factor of .5, it's pretty calm, but then can't overfill (expected?)
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var vel = get_linear_velocity()
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const damp_factor = 0.7
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var normal = (body.global_position - global_position).normalized()
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# reflect velocity across collision direction
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var bounced = vel.bounce(normal) # reflection
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set_linear_velocity(bounced * damp_factor)
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if body is RigidBody2D:
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body.apply_central_impulse(-bounced * damp_factor)
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elif MODE == Mode.SINKER:
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# only contribute to the target rigid bodies, let source droplet handle it's own bounce
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var v = state.linear_velocity
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for i in range(state.get_contact_count()):
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var body = state.get_contact_collider_object(i)
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var normal = state.get_contact_local_normal(i)
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if body is RigidBody2D:
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var impact_speed = v.dot(-normal)
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if impact_speed > 0:
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var boost = normal * impact_speed * 1
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body.apply_central_impulse(boost)
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@ -1,9 +1,14 @@
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class_name Model extends Node2D
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const PERIOD: int = 20 # smaller makes droplets faster
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var CURRENT_TIME: int = 0
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var last_droplet: int = 0
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# tuning knobs
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const PERIOD: int = 10 # smaller makes droplets faster
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const DROP_PT_X = 450
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const DROP_PT_Y = 400
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const DROP_SIZE = 2
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const DROP_TYPE = Droplet.Mode.SINKER
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func _ready():
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pass # Replace with function body.
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@ -15,6 +20,7 @@ func _process(delta: float):
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# print("new droplet at time: ", str(CURRENT_TIME))
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var droplet = preload("res://scenes/droplet.tscn").instantiate()
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var shape = droplet.get_node("CollisionShape2D")
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shape.shape.radius = 5
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droplet.global_position = Vector2(DROP_PT_X, 100)
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shape.shape.radius = DROP_SIZE
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droplet.MODE = DROP_TYPE
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droplet.global_position = Vector2(DROP_PT_X, DROP_PT_Y)
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add_child(droplet)
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