main
1package harmonica
2
3// This file defines simple physics projectile motion.
4//
5// Example usage:
6//
7// // Run once to initialize.
8// projectile := NewProjectile(
9// FPS(60),
10// Point{6.0, 100.0, 0.0},
11// Vector{2.0, 0.0, 0.0},
12// Vector{2.0, -9.81, 0.0},
13// )
14//
15// // Update on every frame.
16// someUpdateLoop(func() {
17// pos := projectile.Update()
18// })
19//
20// For background on projectile motion see:
21// https://en.wikipedia.org/wiki/Projectile_motion
22
23// Projectile is the representation of a projectile that has a position on
24// a plane, an acceleration, and velocity.
25type Projectile struct {
26 pos Point
27 vel Vector
28 acc Vector
29 deltaTime float64
30}
31
32// Point represents a point containing the X, Y, Z coordinates of the point on
33// a plane.
34type Point struct {
35 X, Y, Z float64
36}
37
38// Vector represents a vector carrying a magnitude and a direction. We
39// represent the vector as a point from the origin (0, 0) where the magnitude
40// is the euclidean distance from the origin and the direction is the direction
41// to the point from the origin.
42type Vector struct {
43 X, Y, Z float64
44}
45
46// Gravity is a utility vector that represents gravity in 2D and 3D contexts,
47// assuming that your coordinate plane looks like in 2D or 3D:
48//
49// y y ±z
50// │ │ /
51// │ │/
52// └───── ±x └───── ±x
53//
54// (i.e. origin is located in the bottom-left corner)
55var Gravity = Vector{0, -9.81, 0}
56
57// TerminalGravity is a utility vector that represents gravity where the
58// coordinate plane's origin is on the top-right corner
59var TerminalGravity = Vector{0, 9.81, 0}
60
61// NewProjectile creates a new projectile. It accepts a frame rate and initial
62// values for position, velocity, and acceleration. It returns a new
63// projectile.
64func NewProjectile(deltaTime float64, initialPosition Point, initialVelocity, initalAcceleration Vector) *Projectile {
65 return &Projectile{
66 pos: initialPosition,
67 vel: initialVelocity,
68 acc: initalAcceleration,
69 deltaTime: deltaTime,
70 }
71}
72
73// Update updates the position and velocity values for the given projectile.
74// Call this after calling NewProjectile to update values.
75func (p *Projectile) Update() Point {
76 p.pos.X += (p.vel.X * p.deltaTime)
77 p.pos.Y += (p.vel.Y * p.deltaTime)
78 p.pos.Z += (p.vel.Z * p.deltaTime)
79
80 p.vel.X += (p.acc.X * p.deltaTime)
81 p.vel.Y += (p.acc.Y * p.deltaTime)
82 p.vel.Z += (p.acc.Z * p.deltaTime)
83
84 return p.pos
85}
86
87// Position returns the position of the projectile.
88func (p *Projectile) Position() Point {
89 return p.pos
90}
91
92// Velocity returns the velocity of the projectile.
93func (p *Projectile) Velocity() Vector {
94 return p.vel
95}
96
97// Acceleration returns the acceleration of the projectile.
98func (p *Projectile) Acceleration() Vector {
99 return p.acc
100}