Fixes gravity wells (#29617)

* Fixes gravity wells

* thank you slarticodefast

* Minor nitpicks addressed

* NITPICKS UNDONE

* REDO THE NITPICK, WE LOVE MATRIX MULTIPLCATION

* Revert "REDO THE NITPICK, WE LOVE MATRIX MULTIPLCATION"

This reverts commit c782eee1a1c7bda90c7ca686928019cc5f25c8cf.

* NITPICK REDO

---------

Co-authored-by: plykiya <plykiya@protonmail.com>
This commit is contained in:
Plykiya
2024-07-01 08:39:05 -07:00
committed by GitHub
parent cb87787ffb
commit 7032499e2a

View File

@@ -156,7 +156,7 @@ public sealed class GravityWellSystem : SharedGravityWellSystem
/// <param name="minRange">The minimum distance at which entities can be affected by the gravity pulse.</param>
/// <param name="baseMatrixDeltaV">The base velocity added to any entities within affected by the gravity pulse scaled by the displacement of those entities from the epicenter.</param>
public void GravPulse(EntityCoordinates entityPos, float maxRange, float minRange, in Matrix3x2 baseMatrixDeltaV)
=> GravPulse(entityPos.ToMap(EntityManager, _transform), maxRange, minRange, in baseMatrixDeltaV);
=> GravPulse(_transform.ToMapCoordinates(entityPos), maxRange, minRange, in baseMatrixDeltaV);
/// <summary>
/// Greates a gravitational pulse, shoving around all entities within some distance of an epicenter.
@@ -167,7 +167,7 @@ public sealed class GravityWellSystem : SharedGravityWellSystem
/// <param name="baseRadialDeltaV">The base radial velocity that will be added to entities within range towards the center of the gravitational pulse.</param>
/// <param name="baseTangentialDeltaV">The base tangential velocity that will be added to entities within countrclockwise around the center of the gravitational pulse.</param>
public void GravPulse(EntityCoordinates entityPos, float maxRange, float minRange, float baseRadialDeltaV = 0.0f, float baseTangentialDeltaV = 0.0f)
=> GravPulse(entityPos.ToMap(EntityManager, _transform), maxRange, minRange, baseRadialDeltaV, baseTangentialDeltaV);
=> GravPulse(_transform.ToMapCoordinates(entityPos), maxRange, minRange, baseRadialDeltaV, baseTangentialDeltaV);
/// <summary>
/// Causes a gravitational pulse, shoving around all entities within some distance of an epicenter.
@@ -206,7 +206,7 @@ public sealed class GravityWellSystem : SharedGravityWellSystem
continue;
var scaling = (1f / distance2) * physics.Mass; // TODO: Variable falloff gradiants.
_physics.ApplyLinearImpulse(entity, Vector2.Transform(displacement, baseMatrixDeltaV) * scaling, body: physics);
_physics.ApplyLinearImpulse(entity, Vector2.TransformNormal(displacement, baseMatrixDeltaV) * scaling, body: physics);
}
}
@@ -219,10 +219,7 @@ public sealed class GravityWellSystem : SharedGravityWellSystem
/// <param name="baseRadialDeltaV">The base amount of velocity that will be added to entities in range towards the epicenter of the pulse.</param>
/// <param name="baseTangentialDeltaV">The base amount of velocity that will be added to entities in range counterclockwise relative to the epicenter of the pulse.</param>
public void GravPulse(MapCoordinates mapPos, float maxRange, float minRange = 0.0f, float baseRadialDeltaV = 0.0f, float baseTangentialDeltaV = 0.0f)
=> GravPulse(mapPos, maxRange, minRange, new Matrix3x2(
baseRadialDeltaV, -baseTangentialDeltaV, 0.0f,
+baseTangentialDeltaV, baseRadialDeltaV, 0.0f
));
=> GravPulse(mapPos, maxRange, minRange, new Matrix3x2(baseRadialDeltaV, -baseTangentialDeltaV, baseTangentialDeltaV, baseRadialDeltaV, 0.0f, 0.0f));
#endregion GravPulse