character jump1

Áß·ÂÀ» ÀÌ¿ëÇÑ Ä³¸¯ÅÍ Á¡ÇÁ½Ã »ç¿ëµÇ´Â °ø½ÄÀ» À¯µµÇÏ°í º¯¼öµé¿¡ ´ëÇؼ­ ¾Ë¾Æº»´Ù.

´ÙÀ½ÀÇ °ø½ÄÀº ÀÚÁÖ »ç¿ë µÇ´Â °ÍÀÌ´Ï ¼÷ÁöÇØ µÐ´Ù.

V = Vo + a¤ýt   (v : ¼Óµµ vo : óÀ½ ¼Óµµ   a : °¡¼Óµµ    t : ½Ã°£ )
S = Vo¤ýt + ¨ö¤ýat©÷ ( S : °Å¸®   Vo : óÀ½ ¼Óµµ   a : °¡¼Óµµ    t : ½Ã°£ )
2a¤ýS = V©÷- Vo©÷( S : °Å¸®   V : ¼Óµµ   Vo : óÀ½ ¼Óµµ   a : °¡¼Óµµ  )

¹°¸®¿¡¼­ º¯À§¸¦ t·Î ¹ÌºÐÇÏ¸é ¼Óµµ°¡ ³ª¿À°í ¼Óµµ¸¦ ¹ÌºÐÇÏ¸é °¡¼Óµµ°¡ ³ª¿Â´Ù
s(º¯À§) = Vo*t + a*t2/2 = Vo + 2*a*t/2 = Vo + a*t
v(¼Óµµ) = Vo + a*t = 1*a
a(°¡¼Óµµ)

1 °ø½Ä À¯µµ

1. Á¡ÇÁ½Ã óÀ½ ¼Óµµ(Vo)¿Í Áß·Â(g)À» ¾Ë¶§ ÃÖ°í ³ôÀÌ¿¡ µµ´Þ ÇßÀ»¶§ ½Ã°£ ±¸Çϱâ
(À̶§ ½Ã°£À» tmax¶ó ºÎ¸¥´Ù)

tmax =Vo/g °ø½ÄÀ» À¯µµÇÑ´Ù.
tmax¸¦ t·Î °£´ÜÇÏ°Ô Ç¥½ÃÇÑ´Ù.

V = Vo + a¤ýt   Ãʱ⠼ӵµ¿¡ °¡¼Óµµ¸¦ ´õÇÏ´Â °ø½ÄÀ» ÀÌ¿ëÇÑ´Ù.
V = Vo - g¤ýt   Áß·ÂÀº ÀÚÀ¯ ³«ÇÏÀ̱⠤Ԥ¨¤Â¤Ô¹®¿¡ a = -gÀÌ´Ù.
g¤ýt = Vo - V   t¸¦ ±¸Çϱâ À§ÇØ g¤ýt¿Í V¸¦ ±³È¯ÇÑ´Ù.
g¤ýt = Vo   ¿©±â¼­ ÃÖ´ë ³ôÀÌ´Â V°¡ 0À϶§ÀÌ´Ù.
t = Vo / g   óÀ½ ¼Óµµ(Vo)¿Í Áß·Â(g)À» ¾Ë¸é ÃÖ°í ³ôÀÌÀÇ ½Ã°£À» ±¸ÇÒ¼ö ÀÖ´Ù.
tmax = Vo/g

2. Á¡ÇÁ½Ã óÀ½ ¼Óµµ(Vo)¿Í ÃÖ°í ³ôÀÌ(h)¸¦ ¾Ë¶§ ½Ã°£ ±¸Çϱâ

tmax = 2h/Vo °ø½ÄÀ» À¯µµÇÑ´Ù.

V = Vo + a¤ýt   Ãʱ⠼ӵµ¿¡ °¡¼Óµµ¸¦ ´õÇÏ´Â °ø½ÄÀ» ÀÌ¿ëÇÑ´Ù.
V = Vo - g¤ýt   Áß·ÂÀº ÀÚÀ¯ ³«ÇÏÀ̱⠤Ԥ¨¤Â¤Ô¹®¿¡ a = -gÀÌ´Ù.
g¤ýt = Vo - V   t¸¦ ±¸Çϱâ À§ÇØ g¤ýt¿Í V¸¦ ±³È¯ÇÑ´Ù.
t = (Vo - V) / g   °á°ú¿¡ »ç¿ëµÇ´Â t

¡âh = t(Vo + V) / 2

 
¡âh =
 
(Vo - V)¤ý(Vo + V)
-------------------------------
2g



¡âh =

   Vo©÷ - V©÷
---------------
2g


2g¤ý¡âh = Vo©÷- V©÷   ¿©±â¼­ ÃÖ´ë ³ôÀÌ´Â V°¡ 0À϶§ÀÌ´Ù.
2g¤ýh = Vo©÷  
2g¤ýh  = Vo ¤ýVo
2g¤ýh  = Vo ¤ý(tmax ¤ýg)    Vo´Â (tmax ¤ýg)ÀÌ´Ù.
(2g¤ýh) / (g¤ýVo) = tmax    tmax¸¦ ±¸ÇÑ´Ù.
(2¤ýh) / Vo = tmax          g¸¦ Á¦°ÅÇÑ´Ù.
tmax = 2h/Vo
t = 2h/Vo

Á¡ÇÁÀÇ º¯¼ö¸¦ ±¸ÇÒ¶§ »ç¿ëµÇ´Â ±âº»½ÄÀº ´ÙÀ½°ú °°´Ù.

2g¤ýh = Vo©÷

tmax =Vo/g

tmax = 2h/Vo


2. º¯¼ö °è»ê

´ÙÀ½ 4°¡Áö º¯¼öÁß¿¡ µÎ°¡Áö¸¦ ¾Ë¸é ³ª¸ÓÁö 2°³¸¦ ±¸ÇÒ¼ö ÀÖ´Ù.

Jump height : h
Gravity : g
Initial velocity : v
Time to apex: t

1. g, h °ªÀ» ¾Ë¶§ v, t °ª ±¸Çϱâ

v = Math.sqrt(2*g*h)
t = v/g

2*g*h = v*v
v*v = 2*g*h
v = Math.sqrt(2*g*h)

2. v, h °ªÀ» ¾Ë¶§ t, g °ª ±¸Çϱâ

t = 2*h/v
g = (2*h)/(t*t)

t = 2*h/v
t = 2*h/(t*g)
g = 2*h/(t*t)

3. t, h °ªÀ» ¾Ë¶§ g, v °ª ±¸Çϱâ

g = (2*h)/(t*t)
v = Math.sqrt(2*g*h)

4. g, v °ªÀ» ¾Ë¶§ t, h °ª ±¸Çϱâ

t = v/g
h = (v*t)/2

t = 2*h/v
v*t = 2*h
h = (v*t)/2

5. g, t °ªÀ» ¾Ë¶§ v, h °ª ±¸Çϱâ

v = g*t
h = (v*t)/2

6. v, t °ªÀ» ¾Ë¶§ h, g °ª ±¸Çϱâ

h = (v*t)/2
g = (2*h)/(t*t)

´ÙÀ½Àå¿¡¼­ ÀÚ¹Ù½ºÅ©¸³Æ®·Î Á¡ÇÁ¸¦ ±¸ÇöÇÑ´Ù.

character jump2 : ÀÚ¹Ù½ºÅ©¸³Æ®·Î Á¡ÇÁ ±¸Çö

ÂüÁ¶)
http://aphall.com/2016/07/game-jumping-physics/
https://2dengine.com/?p=platformers
https://error454.com/2013/10/23/platformer-physics-101-and-the-3-fundamental-equations-of-platformers/
https://math.stackexchange.com/questions/784420/a-ball-is-launched-vertically-upward-from-the-ground
http://www.cyberschool.co.kr/html/text/gtgh/gtphy/1/dgasok.htm
https://zzragida.tistory.com/entry/¹°¸®¿Í-¹ÌºÐ°ú-Èû-°¡¼Óµµ-¼Óµµº¯À§°Å¸®½Ä-Á¤¸®