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authorMatthew Kosarek <mattkae@protonmail.com>2021-02-06 18:39:48 -0500
committerMatthew Kosarek <mattkae@protonmail.com>2021-02-06 18:39:48 -0500
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+<!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>Simple Website</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>
+ <script src="_rigidbody/rigidbody_2.js"></script>
+ </head>
+ <body>
+ <header>
+ <h1>Matt Kae's Programming Blog</h1>
+ </header>
+ <nav>
+ <a href="/">Home</a>
+ <a href="rigidbody.html">Rigid Body</a>
+ <a href="references.html">Books n' References</a>
+ </nav>
+ <main>
+ <section>
+ <p>
+ <ul>
+ <li><a href="#introduction">Introduction</a></li>
+ <li><a href="#linear-forces">Part 1: Linear Forces</a></li>
+ <li><a href="#rotational-forces">Part 2: Rotational Forces</a></li>
+ </ul>
+ </p>
+ </section>
+ <section id='introduction'>
+ <h2>Introduction: Rigid Body Physics</h2>
+ <p>
+ You're most likely here because you have some interest in the world of rigid body physics. Maybe you have some knowledge of rendering via OpenGL or Vulkan,
+ and you want to begin watching your up-until-now static scene come to life. Well, you're in the right place! In the course of this tutorial series I will walk
+ you through the entirety of a 2D rigid body physics system entirely in the web. All of this information will be extendable to other languages, but we will use
+ JavaScript and WebGL in these blog posts. Additionally, much of the information presented here can be extended to 3 dimensions, but 3D carries some complications
+ with it, that we will discuss in future blog posts.
+ </p>
+ <p>
+ In implementing a rigidy body physics system, we're primarily interested in two sub-fields of physics, namely <b>dynamics</b> and <b>kinematics</b>. Although I'm
+ far as can be from being an expert in either of these fields, I will explain - from a programmer's persepctive - what they mean to me:
+ <ul>
+ <li>
+ <b>Kinematics</b> is the study of how an object's movement changes over time. These are the classic position, velocity, and acceleration equations
+ that you're most likely familiar with from high school or college physics.
+ </li>
+ <li>
+ <b>Dynamics</b> is the study of whats <i>causes</i> kinematic movement. These are the classic force and momentum equations that you may already be familiar
+ with as well.
+ </li>
+ </ul>
+ </p>
+ <p>
+ Finally, I must provide a disclaimer that all of rigid body systems are very math-y. You will need to know a decent amount of vector calculus and linear algebra to really understand
+ what's going on here. I am going to assume that you have this knowledge. If you don't already have this knowledge, I will try and provide some resources on the Books
+ n' References page of the website.
+ </p>
+ </section>
+ <hr />
+ <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>Force:</b><span id="rigidbody_1_force_field">N/A</span></li>
+ <li><b>Acceleration:</b><span id="rigidbody_1_acceleration_field">N/A</span></li>
+ <li><b>Velocity:</b><span id="rigidbody_1_velocity_field">N/A</span></li>
+ <li><b>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">
+ <input class="vec2_x_input" type="number" value="0"/>
+ <input class="vec2_y_input" type="number" value="5000"/>
+ </div>
+ <input type="submit" value="Apply Force"></input>
+ </form>
+ </div>
+ <button class="play_button">
+ Play
+ </button>
+ <button class="stop_button">
+ Stop
+ </button>
+ </div>
+ </section>
+ <hr />
+ <section id="rotational-forces">
+ <h2>Part 2: Rotational Forces</h2>
+ <p>
+ </p>
+ <div id="rigidbody_2" class="opengl_canvas_container">
+ <canvas width="640" height="480"></canvas>
+ <div class="opengl_canvas_sidebar">
+
+ </div>
+ <button class="play_button">
+ Play
+ </button>
+ <button class="stop_button">
+ Stop
+ </button>
+ </div>
+ </section>
+
+ <section style="height: 50vh;"></section>
+ </main>
+ </body>
+</html> \ No newline at end of file