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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 rel="shortcut icon" href="/favicon/favicon.ico" type="image/x-icon">
+ <link href="https://fonts.googleapis.com/css?family=Open+Sans:400,600,300" rel="stylesheet" type="text/css">
+ <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> \ No newline at end of file