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dota_factory/src/lib/ecs/system/MovementIntentSystem.cpp

135 lines
5.7 KiB
C++

#include "MovementIntentSystem.h"
#include <algorithm>
#include <cmath>
#include <QVector2D>
#include "DynamicBodyComponent.h"
#include "EntityAdmin.h"
#include "FacingComponent.h"
#include "MovementIntentComponent.h"
#include "OrbitMath.h"
#include "PositionComponent.h"
#include "tracing.h"
static float wrapAngle(float a)
{
constexpr float kPi = 3.14159265f;
a = std::fmod(a, 2.0f * kPi);
if (a > kPi) { a -= 2.0f * kPi; }
if (a < -kPi) { a += 2.0f * kPi; }
return a;
}
void MovementIntentSystem::tick(EntityAdmin& admin)
{
TRACE();
admin.forEach<PositionComponent, FacingComponent, DynamicBodyComponent,
MovementIntentComponent>(
[](entt::entity /*e*/, const PositionComponent& pos, const FacingComponent& facing,
DynamicBodyComponent& body, const MovementIntentComponent& intent)
{
if (!intent.active)
{
// No movement intent: brake using available thrust.
const float linearBraking = std::min(body.velocity_tpt.length(),
body.maneuveringAcceleration_tptt);
body.linearAcceleration_tptt = (body.velocity_tpt.length() > 0.0001f)
? -body.velocity_tpt.normalized() * linearBraking
: QVector2D(0.0f, 0.0f);
const float angBraking = std::min(std::abs(body.angularVelocity_rpt),
body.maxAngularAcceleration_rptt);
body.angularAcceleration_rptt =
(body.angularVelocity_rpt >= 0.0f) ? -angBraking : angBraking;
return;
}
// Resolve the steering destination. For orbit intents, pick the orbit
// sense from the ship's current velocity (so ships circling the same
// target spread to both sides) and aim at a point on the orbit circle.
QVector2D destination = intent.target;
if (intent.orbitRadius_tiles > 0.0f)
{
const float sign = OrbitMath::resolveOrbitSign(
pos.value, intent.target, body.velocity_tpt,
intent.orbitCenterVelocity_tpt);
destination = OrbitMath::computeOrbitDestination(
pos.value, intent.target, intent.orbitRadius_tiles, sign);
}
const QVector2D delta = destination - pos.value;
const float dist = delta.length();
if (dist < 0.001f)
{
// Already at target: no new thrust. The ship drifts; it will
// re-approach next tick once it has moved away.
body.linearAcceleration_tptt = QVector2D(0.0f, 0.0f);
body.angularAcceleration_rptt = 0.0f;
return;
}
// --- Angular acceleration ---
const float desiredAngle = std::atan2(delta.y(), delta.x());
const float angleDiff = wrapAngle(desiredAngle - facing.radians);
const float rotDelta = std::max(-body.maxAngularAcceleration_rptt,
std::min(angleDiff,
body.maxAngularAcceleration_rptt));
float newAngVel = body.angularVelocity_rpt + rotDelta;
// Overshoot prevention: if the accumulated angular velocity already
// exceeds the remaining angle, snap it to exactly that angle so the
// ship doesn't rotate past its heading.
const bool sameSign = (newAngVel >= 0.0f) == (angleDiff >= 0.0f);
if (sameSign && std::abs(newAngVel) > std::abs(angleDiff))
{
newAngVel = angleDiff;
}
body.angularAcceleration_rptt = newAngVel - body.angularVelocity_rpt;
// DynamicBodySystem applies the clamp to maxRotationSpeed_rpt after
// integrating, so we do not clamp here.
// --- Linear acceleration ---
// Use the projected facing (after this tick's angular integration) so
// that the main thruster aligns with where the ship will actually be
// pointing when DynamicBodySystem applies the forces.
const float projectedRadians = wrapAngle(facing.radians + newAngVel);
const QVector2D facingVec(std::cos(projectedRadians),
std::sin(projectedRadians));
const float manAccel = body.maneuveringAcceleration_tptt;
const float stoppingDist = (body.maxSpeed_tpt * body.maxSpeed_tpt)
/ (2.0f * manAccel);
// Cap to dist so the ship never overshoots the target in a single tick.
const float baseDesiredSpeed = (dist <= stoppingDist)
? std::sqrt(2.0f * manAccel * dist)
: body.maxSpeed_tpt;
const float desiredSpeed = std::min(dist, baseDesiredSpeed);
const QVector2D desiredVel = delta.normalized() * desiredSpeed;
const QVector2D velError = desiredVel - body.velocity_tpt;
const float mainAligned = std::max(0.0f,
QVector2D::dotProduct(velError, facingVec));
const float mainApplied = std::min(mainAligned,
body.mainAcceleration_tptt);
const QVector2D mainDelta = facingVec * mainApplied;
const QVector2D remaining = velError - mainDelta;
const float remainLen = remaining.length();
const QVector2D maneuverDelta = (remainLen > manAccel)
? remaining.normalized() * manAccel
: remaining;
body.linearAcceleration_tptt = mainDelta + maneuverDelta;
});
}