142 lines
5.3 KiB
C#
142 lines
5.3 KiB
C#
using Unity.VisualScripting;
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using UnityEngine;
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public class RocketPhysics : MonoBehaviour
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{
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[Header("References")]
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public MainEngine mainEngine;
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public Rigidbody rb;
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public Altimeter altimeter;
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[Header("Data")]
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public DoublePrecisionVector3 position;
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public DoublePrecisionVector3 velocity;
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public DoublePrecisionVector3 rotation;
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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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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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Vector3 thrustDirection = rb.rotation * Vector3.up;
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DoublePrecisionVector3 gravityAccelerationVector = new DoublePrecisionVector3(0, -gravityAcceleration, 0);
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DoublePrecisionVector3 thrustAccelerationVector = new DoublePrecisionVector3(
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thrustDirection.x * thrustAcceleration,
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thrustDirection.y * thrustAcceleration,
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thrustDirection.z * thrustAcceleration
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);
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DoublePrecisionVector3 totalAcceleration = gravityAccelerationVector + thrustAccelerationVector;
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velocity = velocity + totalAcceleration * Time.fixedDeltaTime;
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position = position + velocity * Time.fixedDeltaTime;
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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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public class DoublePrecisionVector3
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{
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public double x;
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public double y;
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public double z;
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public DoublePrecisionVector3(double x, double y, double z)
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{
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this.x = x;
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this.y = y;
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this.z = z;
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}
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public static DoublePrecisionVector3 operator +(DoublePrecisionVector3 a, DoublePrecisionVector3 b)
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{
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return new DoublePrecisionVector3(a.x + b.x, a.y + b.y, a.z + b.z);
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}
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public static DoublePrecisionVector3 operator *(DoublePrecisionVector3 a, double d)
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{
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return new DoublePrecisionVector3(a.x * d, a.y * d, a.z * d);
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}
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} |