82 lines
3.1 KiB
Python

import math
from config.constants import MAX_VELOCITY, MAX_ROTATIONAL_VELOCITY
class Physics:
"""
Simulates basic 2D physics for an object, including linear and rotational motion
with drag effects.
"""
def __init__(self, drag_coefficient: float, rotational_drag: float):
"""
Initialize the Physics object.
Args:
drag_coefficient (float): Linear drag coefficient.
rotational_drag (float): Rotational drag coefficient.
"""
self.drag_coefficient: float = drag_coefficient
self.rotational_drag: float = rotational_drag
self.velocity: tuple[int, int] = (0, 0)
self.acceleration: tuple[int, int] = (0, 0)
self.rotational_velocity: int = 0
self.angular_acceleration: int = 0
def move(self, linear_acceleration: float, angular_acceleration: int, rotational_position):
"""
Update the object's velocity and acceleration based on input forces and drag.
Args:
linear_acceleration (float): The applied linear acceleration.
angular_acceleration (int): The applied angular acceleration.
rotational_position: The current rotational position in degrees.
Returns:
tuple: Updated (velocity, acceleration, rotational_velocity, angular_acceleration).
"""
# Apply drag force
drag_coefficient = self.drag_coefficient
drag_x = -self.velocity[0] * drag_coefficient
drag_y = -self.velocity[1] * drag_coefficient
# Combine all forces
total_linear_accel = linear_acceleration
total_linear_accel = max(-0.1, min(0.1, total_linear_accel))
# Convert to world coordinates
x_component = total_linear_accel * math.cos(math.radians(rotational_position))
y_component = total_linear_accel * math.sin(math.radians(rotational_position))
# Add drag to total acceleration
total_accel_x = x_component + drag_x
total_accel_y = y_component + drag_y
self.acceleration = (total_accel_x, total_accel_y)
# Apply drag force to angular acceleration
rotational_drag = self.rotational_drag
self.angular_acceleration = angular_acceleration - self.rotational_velocity * rotational_drag
# tick acceleration
velocity_x = self.velocity[0] + self.acceleration[0]
velocity_y = self.velocity[1] + self.acceleration[1]
self.velocity = (velocity_x, velocity_y)
# clamp velocity
speed = math.sqrt(self.velocity[0] ** 2 + self.velocity[1] ** 2)
if speed > MAX_VELOCITY:
scale = MAX_VELOCITY / speed
self.velocity = (self.velocity[0] * scale, self.velocity[1] * scale)
self.angular_acceleration = angular_acceleration
self.rotational_velocity += self.angular_acceleration
# clamp rotational velocity
self.rotational_velocity = max(-MAX_ROTATIONAL_VELOCITY, min(MAX_ROTATIONAL_VELOCITY, self.rotational_velocity))
return self.velocity, self.acceleration, self.rotational_velocity, self.angular_acceleration