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millimeters-of-aluminum/scripts/orbital_body_2d.gd
2025-10-21 17:26:31 +02:00

183 lines
6.8 KiB
GDScript

extends Node2D
class_name OrbitalBody2D
# Defines the physical behavior of this body.
enum PhysicsMode {
INDEPENDENT, # An independent body with its own physics simulation (planets, characters in EVA).
COMPOSITE, # A body that aggregates mass and forces from ANCHORED children (ships, modules).
ANCHORED # A component that is "bolted on" and defers physics to a COMPOSITE parent.
}
@export var physics_mode: PhysicsMode = PhysicsMode.INDEPENDENT
var current_grid_authority: OrbitalBody2D = null
# Mass of this individual component
@export var base_mass: float = 1.0
@export var mass: float = 0.0 # Aggregated mass of this body and all its OrbitalBody2D children
@export var linear_velocity: Vector2 = Vector2.ZERO
@export var angular_velocity: float = 0.0
# Variables to accumulate forces applied during the current physics frame
var accumulated_force: Vector2 = Vector2.ZERO
var accumulated_torque: float = 0.0
# Placeholder for Moment of Inertia.
@export var inertia: float = 1.0
func _ready():
# Ensure mass update runs immediately before the first _physics_process.
recalculate_physical_properties()
set_physics_process(not Engine.is_editor_hint())
physics_interpolation_mode = Node.PHYSICS_INTERPOLATION_MODE_OFF
# --- PUBLIC FORCE APPLICATION METHODS ---
# This method is called by a component (like Thruster) at its global position.
func apply_force(force: Vector2, pos: Vector2 = self.global_position):
# This is the force routing logic.
match physics_mode:
PhysicsMode.INDEPENDENT:
_add_forces(force, pos)
PhysicsMode.COMPOSITE:
_add_forces(force, pos)
## If we are the root, accumulate the force and calculate torque on the total body.
#accumulated_force += force
#
## Calculate torque (2D cross product: T = r x F = r.x * F.y - r.y * F.x)
## 'r' is the vector from the center of mass (global_position) to the point of force application (position).
#var r = position - global_position
#var torque = r.x * force.y - r.y * force.x
#accumulated_torque += torque
PhysicsMode.ANCHORED:
# If we are not the root, we must route the force to the next OrbitalBody2D parent.
var p = get_parent()
while p:
if p is OrbitalBody2D:
# Recursively call the parent's apply_force method.
# This sends the force (and its original global position) up the chain.
p.apply_force(force, pos)
return # Stop at the first OrbitalBody2D parent
p = p.get_parent()
push_error("Anchored OrbitalBody2D has become dislodged and is now Composite.")
physics_mode = PhysicsMode.COMPOSITE
apply_force(force, position)
func _add_forces(force: Vector2, position: Vector2 = Vector2.ZERO):
# If we are the root, accumulate the force and calculate torque on the total body.
accumulated_force += force
# Calculate torque (2D cross product: T = r x F = r.x * F.y - r.y * F.x)
# 'r' is the vector from the center of mass (global_position) to the point of force application (position).
var r = position - global_position
var torque = r.x * force.y - r.y * force.x
accumulated_torque += torque
func _update_mass_and_inertia():
mass = base_mass
for child in get_children():
if child is OrbitalBody2D:
child._update_mass_and_inertia() # Recurse into children
mass += child.mass
print("Node: %s, Mass: %f" % [self, mass])
func _physics_process(delta):
if not Engine.is_editor_hint():
# Note: We're not integrating forces for anchored bodies
# anchored bodies add forces to their parents and
match physics_mode:
PhysicsMode.INDEPENDENT:
_integrate_forces(delta)
PhysicsMode.COMPOSITE:
_integrate_forces(delta)
func _integrate_forces(delta):
# Safety Check for Division by Zero
var sim_mass = mass
if sim_mass <= 0.0:
# If mass is zero, stop all physics to prevent NaN explosion.
accumulated_force = Vector2.ZERO
accumulated_torque = 0.0
return
## 1. Calculate and accumulate gravitational force (F_g)
#var total_gravity_force = OrbitalMechanics.calculate_n_body_gravity_forces(self)
#
## 2. Total all forces: F_total = F_g + F_accumulated_from_thrusters
#var total_force = total_gravity_force +
# 3. Apply Linear Physics (F = ma)
var linear_acceleration = accumulated_force / sim_mass # Division is now safe
linear_velocity += linear_acceleration * delta
global_position += linear_velocity * delta
# 4. Apply Rotational Physics (T = I * angular_acceleration)
var angular_acceleration = accumulated_torque / inertia
angular_velocity += angular_acceleration * delta
rotation += angular_velocity * delta
# 5. Reset accumulated forces for the next frame
accumulated_force = Vector2.ZERO
accumulated_torque = 0.0
# This is the new, corrected function.
func recalculate_physical_properties():
# For non-composite bodies, the calculation is simple.
if physics_mode != PhysicsMode.COMPOSITE:
mass = base_mass
# --- THE FIX ---
# An independent body doesn't calculate inertia from parts.
# We ensure it has a non-zero default value to prevent division by zero.
if inertia <= 0.0:
inertia = 1.0
return
var all_parts: Array[OrbitalBody2D] = []
_collect_anchored_parts(all_parts)
if all_parts.is_empty():
mass = base_mass
inertia = 1.0
return
# --- Step 1: Calculate Total Mass and LOCAL Center of Mass ---
var total_mass = 0.0
var weighted_local_pos_sum = Vector2.ZERO
for part in all_parts:
total_mass += part.base_mass
# We get the part's position *relative to the root module*
var local_pos = part.global_position - self.global_position
weighted_local_pos_sum += local_pos * part.base_mass
var local_center_of_mass = Vector2.ZERO
if total_mass > 0:
local_center_of_mass = weighted_local_pos_sum / total_mass
# --- Step 2: Calculate Total Moment of Inertia around the LOCAL CoM ---
var total_inertia = 0.0
for part in all_parts:
# Get the part's position relative to the root module again
var local_pos = part.global_position - self.global_position
# The radius is the distance from the part's local position to the ship's local center of mass
var r_squared = (local_pos - local_center_of_mass).length_squared()
total_inertia += part.base_mass * r_squared
# --- Step 3: Assign the final values ---
self.mass = total_mass
# We apply a scaling factor here because our "units" are pixels.
# This brings the final value into a range that feels good for gameplay.
# You can tune this factor to make ships feel heavier or lighter.
self.inertia = total_inertia * 0.01
#print("Physics Recalculated: Mass=%.2f kg, Inertia=%.2f" % [mass, inertia])
# A recursive helper function to get an array of all OrbitalBody2D children
func _collect_anchored_parts(parts_array: Array):
parts_array.append(self)
for child in get_children():
# TODO: this assumes that all OrbitalBody2D that are attached are done in a clean chain without breaks, which may not be the case
if child is OrbitalBody2D and child.physics_mode == PhysicsMode.ANCHORED:
child._collect_anchored_parts(parts_array)