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diff --git a/2d/_rigidbody/part_1.html b/2d/_rigidbody/part_1.html deleted file mode 100644 index 9e8d8f0..0000000 --- a/2d/_rigidbody/part_1.html +++ /dev/null @@ -1,93 +0,0 @@ -<!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 rel="shortcut icon" href="/favicon/favicon.ico" type="image/x-icon"> - - <title>Physics for Games</title> - - <script src="/_shared/math/vec2.js"></script> - <script src="/_shared/math/mat4.js"></script> - <script src="/_shared/math/circle.js"></script> - <script src="/_shared/2d/shader.js"></script> - <script src="/_shared/2d/program_common.js"></script> - <script src="rigidbody_1.js"></script> - </head> - <body> - <header> - <h1>Physics for Games</h1> - </header> - <main> - <nav> - </nav> - <section> - <h1>Part 1: Linear Forces</h1> - <article> - <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> - </article> - </section> - </main> - </body> -</html>
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