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| author | Matthew Kosarek <matthew.kosarek@vention.cc> | 2021-02-17 21:06:20 -0500 | 
|---|---|---|
| committer | Matthew Kosarek <matthew.kosarek@vention.cc> | 2021-02-17 21:06:20 -0500 | 
| commit | 5c409f04470e319f0a57e8791bc96cd724ee601c (patch) | |
| tree | fcebe2242106d5d94eb852f90b66ab131c5655ba /frontend/2d_part_1.html | |
| parent | cc6d3871008a89fcf48814596d7bfec05f2706e4 (diff) | |
Proper collisions happening in 2 dimensions
Diffstat (limited to 'frontend/2d_part_1.html')
| -rw-r--r-- | frontend/2d_part_1.html | 93 | 
1 files changed, 93 insertions, 0 deletions
| diff --git a/frontend/2d_part_1.html b/frontend/2d_part_1.html new file mode 100644 index 0000000..312611a --- /dev/null +++ b/frontend/2d_part_1.html @@ -0,0 +1,93 @@ +<!DOCTYPE html> +<html lang="en"> +    <head> +        <meta charset="utf-8"> +        <script src="scripts/jquery-3.5.1.min.js"></script> +        <script src="index.js"></script> +        <link rel="stylesheet" href="/../index.css"> +        <link href="https://fonts.googleapis.com/css?family=Open+Sans:400,600,300" rel="stylesheet" type="text/css"> +        <title>Physics for Games</title> + +        <script src="_rigidbody/vec2.js"></script> +        <script src="_rigidbody/mat4.js"></script> +        <script src="_rigidbody/shader.js"></script> +        <script src="_rigidbody/circle.js"></script> +        <script src="_rigidbody/program_common.js"></script> +        <script src="_rigidbody/rigidbody_1.js"></script> +    </head> +    <body> +        <header> +            <h1>Physics for Games</h1> +        </header> +        <main> +            <nav> +                <a href="/">Introduction</a> +                <a href="2d_part_1.html">2D - Linear Forces</a> +                <a href="2d_part_2.html">2D - Rotational Forces</a> +                <a href="2d_part_3.html">2D - Collision Forces</a> +            </nav> +            <section id="linear-forces"> +                <h2>Part 1: Linear Forces</h2> +                <p> +                    The first - and perhaps easiest - part of implementing any rigid body physics system is getting the entities in your scene to move in response to linear forces. +                    With this implementation alone, you can achieve an interesting level of realism in your 2D (and even 3D) scene. +                </p> +                <p> +                    Let's begin by recalling the relationships between acceleration, velocity, and position. +                </p> +                <p> +                    Knowing all this, you should be able to understand the following source code fairly easily; +                    <pre> +                        <code> +<span class="code_keyword">function</span> update(dtSeconds) { +    <span class="code_comment">// Add up the forces acting on the circle</span> +    <span class="code_keyword">const</span> GRAVITY = 9.8; +    <span class="code_keyword">const</span> lGravityForce = vec2(0, -1.0 * (lCircle.mass * <span class="code_constant">GRAVITY</span>)); +    lCircle.force = addVec2(lCircle.force, lGravityForce); + +    <span class="code_comment">// Figure out acceleration (a = F / m)</span> +    <span class="code_keyword">const</span> lCurrentAcceleration = scaleVec2(lCircle.force, 1.0 / lCircle.mass); + +    <span class="code_comment">// Calculate the new velocity: v = v0 + a * t</span> +    lCircle.velocity = addVec2(lCircle.velocity, scaleVec2(lCurrentAcceleration, dtSeconds)); + +    <span class="code_comment">// Update the position based on velocity: x = x0 + v * t</span> +    lCircle.position = addVec2(lCircle.position, scaleVec2(lCircle.velocity, dtSeconds)); + +    <span class="code_comment">// Update the model matrix accordingly</span> +    lCircle.model = translateMatrix(mat4(), lCircle.position.x, lCircle.position.y, 0); + +    <span class="code_comment">// Reset the force vector for the next update</span> +    lCircle.force = vec2() +} +                        </code> +                    </pre> +                </p> +                <div id="rigidbody_1" class="opengl_canvas_container"> +                    <canvas width="640" height="480"></canvas> +                    <div class="opengl_canvas_sidebar"> +                        <ul class="opengl_value_tracker"> +                            <li><b>Linear Force:</b><span id="rigidbody_1_force_field">N/A</span></li> +                            <li><b>Linear Acceleration:</b><span id="rigidbody_1_acceleration_field">N/A</span></li> +                            <li><b>Linear Velocity:</b><span id="rigidbody_1_velocity_field">N/A</span></li> +                            <li><b>Linear Position:</b><span id="rigidbody_1_position_field">N/A</span></li> +                        </ul> +                        <form id="rigidbody_1_force_submit_button" style="text-align: right; padding: 0.5rem;"> +                            <div class="vec2_input_group"> +                                <label>Force Vector</label> +                                <input class="vec2_x_input" type="number" placeholder="X (Default 0)"/> +                                <input class="vec2_y_input" type="number" placeholder="Y (Default 5000 N)"/> +                            </div> +                            <input type="submit" value="Apply Force"></input> +                        </form> +                    </div> +                    <button class="play_button"> +                        Play +                    </button> +                    <button class="stop_button"> +                        Stop +                    </button> +                </div> +        </main> +    </body> +</html> 
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