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2025-07-04 02:33:40 -07:00

48 lines
1.7 KiB
C++

// Copyright 2016 Mookie. All Rights Reserved.
#include "EBBullet.h"
FVector AEBBullet::UpdateVelocity_Implementation(UWorld* World, FVector Location, FVector PreviousVelocity, float DeltaTime) const {
FVector NewVelocity = PreviousVelocity;
//airDensity
float air;
float speedOfSound;
air = GetAirDensity(World, Location);
speedOfSound = GetSpeedOfSound(World, Location);
//gravity
if (!OverrideGravity) {
NewVelocity += FVector(0, 0, World->GetGravityZ())*DeltaTime;
}
else {
NewVelocity += Gravity*DeltaTime;
};
//drag
FVector relVel = (NewVelocity - GetWind(World, Location));
float speed = relVel.Size();
// Safety check: Prevent division by zero and clamp mach number to reasonable range
float safeMach = (speedOfSound > 0.1f) ? (speed / speedOfSound) : 0.0f;
float mach = FMath::Clamp(safeMach, 0.0f, 50.0f); // Clamp to prevent extreme values
float profile = FMath::Pow(Diameter / 200.0f, 2.0f)*3.141592f;
float drag = GetCurveValue(MachDragCurve, mach, 0.25f)*FMath::Pow(speed / 100.0f, 2.0f)*profile*air*FormFactor*50.0f;
// Safety check: Ensure WorldScale is not zero
float safeWorldScale = FMath::Max(WorldScale, 0.01f);
NewVelocity -= relVel.GetSafeNormal() * drag / Mass * DeltaTime / safeWorldScale;
// SAFETY: Prevent infinite or NaN velocities from physics calculations
if (!FMath::IsFinite(NewVelocity.X) || !FMath::IsFinite(NewVelocity.Y) || !FMath::IsFinite(NewVelocity.Z) ||
FMath::IsNaN(NewVelocity.X) || FMath::IsNaN(NewVelocity.Y) || FMath::IsNaN(NewVelocity.Z))
{
UE_LOG(LogTemp, Error, TEXT("EBBullet: Invalid velocity detected in UpdateVelocity, using previous velocity"));
return PreviousVelocity;
}
return NewVelocity;
}