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-rw-r--r--frontend/2d/_rigidbody/rigidbody_3b.js8
1 files changed, 4 insertions, 4 deletions
diff --git a/frontend/2d/_rigidbody/rigidbody_3b.js b/frontend/2d/_rigidbody/rigidbody_3b.js
index 803161a..ddb4c70 100644
--- a/frontend/2d/_rigidbody/rigidbody_3b.js
+++ b/frontend/2d/_rigidbody/rigidbody_3b.js
@@ -62,7 +62,7 @@
// Same physics updates from part 2
- const lMomentOfInertia = getMomentOfInertia(pCircle);
+ const lMomentOfInertia = getCircleMomentOfInertia(pCircle);
const lAngularAcceleration = pCircle.torque / lMomentOfInertia;
pCircle.rotationVelocity += lAngularAcceleration * pDeltaTimeSeconds;
pCircle.rotationRadians += pCircle.rotationVelocity * pDeltaTimeSeconds;
@@ -119,14 +119,14 @@
const lNumerator = dot2(scaleVec2(lRelativeVelocity, -(1.0 + COF_OF_RESTITUITION)), lCollisionNormal);
const lLinearDenomPart = dot2(lCollisionNormal, (scaleVec2(lCollisionNormal, 1 / lBall.mass)));
- const lRotationalDenomPart = (Math.pow(dot2(lFirstPerp, lCollisionNormal), 2) / getMomentOfInertia(lPeg))
- + (Math.pow(dot2(lSecondPerp, lCollisionNormal), 2) / getMomentOfInertia(lBall))
+ const lRotationalDenomPart = (Math.pow(dot2(lFirstPerp, lCollisionNormal), 2) / getCircleMomentOfInertia(lPeg))
+ + (Math.pow(dot2(lSecondPerp, lCollisionNormal), 2) / getCircleMomentOfInertia(lBall))
const lImpulseMagnitude = lNumerator / (lLinearDenomPart + lRotationalDenomPart);
lBall.position = lSubdividedBall.position; // Move the ball back to its proper subdivided position
lBall.velocity = subVec2(lBall.velocity, scaleVec2(lCollisionNormal, lImpulseMagnitude / lBall.mass));
- lBall.rotationVelocity = lBall.rotationVelocity - dot2(lSecondPerp, scaleVec2(lCollisionNormal, lImpulseMagnitude)) / getMomentOfInertia(lBall);
+ lBall.rotationVelocity = lBall.rotationVelocity - dot2(lSecondPerp, scaleVec2(lCollisionNormal, lImpulseMagnitude)) / getCircleMomentOfInertia(lBall);
// Now we update in our new direction with the remaining time that we have left.
updateCircle(lBall, pDeltaTimeSeconds - lSubdividedDeltaTime);