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-rw-r--r--2d/rigidbody/rigidbody_1/snippet3.cpp66
1 files changed, 66 insertions, 0 deletions
diff --git a/2d/rigidbody/rigidbody_1/snippet3.cpp b/2d/rigidbody/rigidbody_1/snippet3.cpp
new file mode 100644
index 0000000..a43c884
--- /dev/null
+++ b/2d/rigidbody/rigidbody_1/snippet3.cpp
@@ -0,0 +1,66 @@
+struct Impulse {
+ Vector2 force = { 0, 0 };
+ float32 timeOfApplicationSeconds = 0.25f;
+ float32 timeAppliedSeconds = 0.f;
+ bool isDead = false;
+};
+
+const int32 NUM_IMPULSES = 4;
+
+struct Rigidbody {
+ int32 numImpulses = 0;
+ Impulse activeImpulses[NUM_IMPULSES];
+ Vector2 velocity = { 0, 0 };
+ Vector2 position = { 0, 0 };
+ float32 mass = 1.f;
+
+ void update(float32 deltaTimeSeconds) {
+ applyGravity(deltaTimeSeconds);
+
+ // Add up all of the forces acting at this moment
+ Vector2 force;
+ for (int32 idx = 0; idx < numImpulses; idx++) {
+ Impulse& i = activeImpulses[idx];
+
+ float32 nextTimeAppliedSeconds = i.timeAppliedSeconds + deltaTimeSeconds;
+ if (nextTimeAppliedSeconds >= i.timeOfApplicationSeconds) {
+ nextTimeAppliedSeconds = i.timeOfApplicationSeconds;
+ i.isDead = true;
+ }
+
+ float32 impulseDtSeconds = nextTimeAppliedSeconds - i.timeAppliedSeconds;
+ force += i.force * impulseDtSeconds;
+ i.timeAppliedSeconds = nextTimeAppliedSeconds;
+ }
+
+ Vector2 acceleration = force / mass;
+ velocity += (acceleration * impulseDtSeconds);
+ position += (velocity * deltaTimeSeconds);
+
+ // Cleanup any impulses that have expired in the mean time
+ for (int32 idx = 0; idx < numImpulses; idx++) {
+ if (activeImpulses[idx].isDead) {
+ for (int j = idx + 1; j < numImpulses; j++) {
+ activeImpulses[j - 1] = activeImpulses[j];
+ }
+
+ idx = idx - 1;
+ numImpulses--;
+ }
+ }
+ }
+
+ void applyGravity(float32 deltaTimeSeconds) {
+ velocity += (Vector2 { 0.f, -9.8f } * deltaTimeSeconds);
+ }
+
+ void applyImpulse(Impulse i) {
+ if (numImpulses > NUM_IMPULSES) {
+ printf("Unable to apply impulse. Buffer full.\n");
+ return;
+ }
+
+ activeImpulses[numImpulses] = i;
+ numImpulses++;
+ }
+};