Files
Flight-Deck/Assets/Scripts/RocketPhysics.cs

70 lines
2.5 KiB
C#

using Unity.VisualScripting;
using UnityEngine;
public class RocketPhysics : MonoBehaviour
{
[Header("References")]
public MainEngine mainEngine;
public Rigidbody rb;
public Altimeter altimeter;
[Header("Data")]
public DoublePrecisionVector3 position;
public DoublePrecisionVector3 velocity;
public DoublePrecisionVector3 rotation;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
position = new DoublePrecisionVector3(rb.position.x, rb.position.y, rb.position.z);
velocity = new DoublePrecisionVector3(rb.linearVelocity.x, rb.linearVelocity.y, rb.linearVelocity.z);
rotation = new DoublePrecisionVector3(rb.rotation.eulerAngles.x, rb.rotation.eulerAngles.y, rb.rotation.eulerAngles.z);
}
// Update is called once per frame
void Update()
{
double gravityAcceleration = altimeter.gh;
double thrustAcceleration = mainEngine.thrust / rb.mass;
Vector3 thrustDirection = rb.rotation * Vector3.up;
DoublePrecisionVector3 gravityAccelerationVector = new DoublePrecisionVector3(0, -gravityAcceleration, 0);
DoublePrecisionVector3 thrustAccelerationVector = new DoublePrecisionVector3(
thrustDirection.x * thrustAcceleration,
thrustDirection.y * thrustAcceleration,
thrustDirection.z * thrustAcceleration
);
DoublePrecisionVector3 totalAcceleration = gravityAccelerationVector + thrustAccelerationVector;
velocity = velocity + totalAcceleration * Time.deltaTime;
position = position + velocity * Time.deltaTime;
rb.position = new Vector3((float)position.x, (float)position.y, (float)position.z);
rb.linearVelocity = new Vector3((float)velocity.x, (float)velocity.y, (float)velocity.z);
rb.rotation = Quaternion.Euler((float)rotation.x, (float)rotation.y, (float)rotation.z);
}
}
public class DoublePrecisionVector3
{
public double x;
public double y;
public double z;
public DoublePrecisionVector3(double x, double y, double z)
{
this.x = x;
this.y = y;
this.z = z;
}
public static DoublePrecisionVector3 operator +(DoublePrecisionVector3 a, DoublePrecisionVector3 b)
{
return new DoublePrecisionVector3(a.x + b.x, a.y + b.y, a.z + b.z);
}
public static DoublePrecisionVector3 operator *(DoublePrecisionVector3 a, double d)
{
return new DoublePrecisionVector3(a.x * d, a.y * d, a.z * d);
}
}