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