diff options
Diffstat (limited to 'frontend/2d/_rigidbody')
-rw-r--r-- | frontend/2d/_rigidbody/rigidbody_2.js | 2 | ||||
-rw-r--r-- | frontend/2d/_rigidbody/rigidbody_3a.js | 10 | ||||
-rw-r--r-- | frontend/2d/_rigidbody/rigidbody_3b.js | 8 |
3 files changed, 10 insertions, 10 deletions
diff --git a/frontend/2d/_rigidbody/rigidbody_2.js b/frontend/2d/_rigidbody/rigidbody_2.js index 4632b11..76d8047 100644 --- a/frontend/2d/_rigidbody/rigidbody_2.js +++ b/frontend/2d/_rigidbody/rigidbody_2.js @@ -43,7 +43,7 @@ // Angular code starts here // Retrieve the moment of inertia for our shape (Ours is a circle by default) - const lMomentOfInertia = getMomentOfInertia(lCircle); + const lMomentOfInertia = getCircleMomentOfInertia(lCircle); // Calculate the angular acceperation (omega = T / I) const lAngularAcceleration = lCircle.torque / lMomentOfInertia; diff --git a/frontend/2d/_rigidbody/rigidbody_3a.js b/frontend/2d/_rigidbody/rigidbody_3a.js index d38f1da..ef9577b 100644 --- a/frontend/2d/_rigidbody/rigidbody_3a.js +++ b/frontend/2d/_rigidbody/rigidbody_3a.js @@ -62,7 +62,7 @@ pCircle.force = vec2(); // 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; @@ -118,8 +118,8 @@ const lNumerator = dot2(scaleVec2(lRelativeVelocity, -(1.0 + COF_OF_RESTITUITION)), lCollisionNormal); const lLinearDenomPart = dot2(lCollisionNormal, (scaleVec2(lCollisionNormal, 1 / horizontalCircle.mass + 1 / verticalCircle.mass))); - const lRotationalDenomPart = (Math.pow(dot2(lFirstPerp, lCollisionNormal), 2) / getMomentOfInertia(horizontalCircle)) - + (Math.pow(dot2(lSecondPerp, lCollisionNormal), 2) / getMomentOfInertia(verticalCircle)) + const lRotationalDenomPart = (Math.pow(dot2(lFirstPerp, lCollisionNormal), 2) / getCircleMomentOfInertia(horizontalCircle)) + + (Math.pow(dot2(lSecondPerp, lCollisionNormal), 2) / getCircleMomentOfInertia(verticalCircle)) const lImpulseMagnitude = lNumerator / (lLinearDenomPart + lRotationalDenomPart); @@ -129,8 +129,8 @@ horizontalCircle.velocity = addVec2(horizontalCircle.velocity, scaleVec2(lCollisionNormal, lImpulseMagnitude / horizontalCircle.mass)); verticalCircle.velocity = subVec2(verticalCircle.velocity, scaleVec2(lCollisionNormal, lImpulseMagnitude / verticalCircle.mass)); - horizontalCircle.rotationVelocity = horizontalCircle.rotationVelocity + dot2(lFirstPerp, scaleVec2(lCollisionNormal, lImpulseMagnitude)) / getMomentOfInertia(horizontalCircle); - verticalCircle.rotationVelocity = verticalCircle.rotationVelocity - dot2(lSecondPerp, scaleVec2(lCollisionNormal, lImpulseMagnitude)) / getMomentOfInertia(verticalCircle); + horizontalCircle.rotationVelocity = horizontalCircle.rotationVelocity + dot2(lFirstPerp, scaleVec2(lCollisionNormal, lImpulseMagnitude)) / getCircleMomentOfInertia(horizontalCircle); + verticalCircle.rotationVelocity = verticalCircle.rotationVelocity - dot2(lSecondPerp, scaleVec2(lCollisionNormal, lImpulseMagnitude)) / getCircleMomentOfInertia(verticalCircle); updateCircle(horizontalCircle, pDeltaTimeSeconds - lSubdividedDeltaTime); updateCircle(verticalCircle, pDeltaTimeSeconds - lSubdividedDeltaTime); 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); |