Added double precision above 1000m and kinematics below 1000m
This commit is contained in:
@@ -211,7 +211,7 @@ MeshCollider:
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m_Bits: 0
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m_LayerOverridePriority: 0
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m_IsTrigger: 0
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m_ProvidesContacts: 0
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m_ProvidesContacts: 1
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m_Enabled: 1
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serializedVersion: 5
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m_Convex: 0
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@@ -1609,6 +1609,8 @@ MonoBehaviour:
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mainEngine: {fileID: 1437557825}
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rb: {fileID: 1172921199}
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altimeter: {fileID: 894314916}
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physicsTransitionAltitude: 1000
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useUnityPhysics: 1
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--- !u!54 &1172921199
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Rigidbody:
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m_ObjectHideFlags: 0
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@@ -1635,7 +1637,7 @@ Rigidbody:
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m_IsKinematic: 0
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m_Interpolate: 0
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m_Constraints: 0
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m_CollisionDetection: 2
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m_CollisionDetection: 0
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--- !u!65 &1172921200
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BoxCollider:
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m_ObjectHideFlags: 0
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@@ -1652,7 +1654,7 @@ BoxCollider:
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m_Bits: 0
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m_LayerOverridePriority: 0
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m_IsTrigger: 0
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m_ProvidesContacts: 0
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m_ProvidesContacts: 1
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m_Enabled: 1
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serializedVersion: 3
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m_Size: {x: 1, y: 1, z: 1}
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@@ -13,17 +13,86 @@ public class RocketPhysics : MonoBehaviour
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public DoublePrecisionVector3 velocity;
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public DoublePrecisionVector3 rotation;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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[Header("Physics Mode Settings")]
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public float physicsTransitionAltitude = 1000f; // meters - switch to Unity physics below this
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public bool useUnityPhysics = true; // current physics mode
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private Vector3 lastPhysicsPosition;
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void Start()
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{
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position = new DoublePrecisionVector3(rb.position.x, rb.position.y, rb.position.z);
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velocity = new DoublePrecisionVector3(rb.linearVelocity.x, rb.linearVelocity.y, rb.linearVelocity.z);
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rotation = new DoublePrecisionVector3(rb.rotation.eulerAngles.x, rb.rotation.eulerAngles.y, rb.rotation.eulerAngles.z);
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rb.useGravity = false;
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lastPhysicsPosition = rb.position;
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}
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// Update is called once per frame
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void Update()
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void FixedUpdate()
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{
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// Determine which physics mode to use
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bool shouldUseUnityPhysics = altimeter.altitude < physicsTransitionAltitude;
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// Handle mode transition
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if (shouldUseUnityPhysics != useUnityPhysics)
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{
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TransitionPhysicsMode(shouldUseUnityPhysics);
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}
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if (useUnityPhysics)
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{
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UpdateWithUnityPhysics();
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}
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else
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{
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UpdateWithDoublePrecision();
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}
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}
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void TransitionPhysicsMode(bool toUnityPhysics)
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{
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if (toUnityPhysics)
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{
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// Transitioning to Unity physics (descending)
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rb.isKinematic = false;
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rb.position = new Vector3((float)position.x, (float)position.y, (float)position.z);
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rb.linearVelocity = new Vector3((float)velocity.x, (float)velocity.y, (float)velocity.z);
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lastPhysicsPosition = rb.position;
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}
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else
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{
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// Transitioning to double precision (ascending)
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rb.isKinematic = true;
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position = new DoublePrecisionVector3(rb.position.x, rb.position.y, rb.position.z);
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velocity = new DoublePrecisionVector3(rb.linearVelocity.x, rb.linearVelocity.y, rb.linearVelocity.z);
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}
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useUnityPhysics = toUnityPhysics;
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Debug.Log($"Physics mode switched to: {(useUnityPhysics ? "Unity Physics" : "Double Precision")}");
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}
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void UpdateWithUnityPhysics()
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{
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// Use Unity's physics engine - allows ground interaction
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double gravityAcceleration = altimeter.gh;
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Vector3 gravityForce = new Vector3(0, (float)(-gravityAcceleration * rb.mass), 0);
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Vector3 thrustDirection = rb.rotation * Vector3.up;
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Vector3 thrustForce = thrustDirection * mainEngine.thrust;
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rb.AddForce(gravityForce, ForceMode.Force);
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rb.AddForce(thrustForce, ForceMode.Force);
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// Update double precision tracking from Unity physics
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position = new DoublePrecisionVector3(rb.position.x, rb.position.y, rb.position.z);
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velocity = new DoublePrecisionVector3(rb.linearVelocity.x, rb.linearVelocity.y, rb.linearVelocity.z);
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rotation = new DoublePrecisionVector3(rb.rotation.eulerAngles.x, rb.rotation.eulerAngles.y, rb.rotation.eulerAngles.z);
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}
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void UpdateWithDoublePrecision()
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{
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// Manual double-precision integration - no ground interaction
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double gravityAcceleration = altimeter.gh;
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double thrustAcceleration = mainEngine.thrust / rb.mass;
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@@ -36,11 +105,14 @@ public class RocketPhysics : MonoBehaviour
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);
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DoublePrecisionVector3 totalAcceleration = gravityAccelerationVector + thrustAccelerationVector;
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velocity = velocity + totalAcceleration * Time.deltaTime;
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position = position + velocity * Time.deltaTime;
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velocity = velocity + totalAcceleration * Time.fixedDeltaTime;
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position = position + velocity * Time.fixedDeltaTime;
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rb.position = new Vector3((float)position.x, (float)position.y, (float)position.z);
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rb.linearVelocity = new Vector3((float)velocity.x, (float)velocity.y, (float)velocity.z);
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// Update Unity transform (kinematic mode)
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Vector3 newPosition = new Vector3((float)position.x, (float)position.y, (float)position.z);
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rb.position = newPosition;
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// Do not set linearVelocity for kinematic bodies
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// rb.linearVelocity = new Vector3((float)velocity.x, (float)velocity.y, (float)velocity.z);
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rb.rotation = Quaternion.Euler((float)rotation.x, (float)rotation.y, (float)rotation.z);
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}
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}
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