From 410a072c3862481f729c293402ddd49c5ae98769 Mon Sep 17 00:00:00 2001 From: Matthew Kosarek Date: Thu, 24 Jun 2021 13:49:23 -0400 Subject: (mkosarek) Decent enough discussion of 2d rotational forces --- 2d/rigidbody/rigidbody_1.html | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to '2d/rigidbody/rigidbody_1.html') diff --git a/2d/rigidbody/rigidbody_1.html b/2d/rigidbody/rigidbody_1.html index 8e78972..79fd09b 100644 --- a/2d/rigidbody/rigidbody_1.html +++ b/2d/rigidbody/rigidbody_1.html @@ -103,7 +103,7 @@
-

The Kinematics Data Structure

+

The Data Structure

Now that we have an understanding of these two fundamental fields of physics, we can begin setting up our rigidbody data structure. @@ -118,7 +118,7 @@

-

The Dynamics Functions

+

The Functions

Now, let's put that Rigidbody data structure to work! As I mentioned earlier, you can think of dynamics as the input to the system. What we're going to do now is add a way apply some sort of force to our rigidbody instantaneously. @@ -174,7 +174,7 @@ bool isDead = false; }; -const int32 NUM_IMPULSES = 4; +const int32 NUM_IMPULSES = 4; struct Rigidbody { int32 numImpulses = 0; @@ -228,7 +228,7 @@ const int32 NUM_IMPULSES = 4; void applyImpulse(Impulse i) { if (numImpulses > NUM_IMPULSES) { printf("Unable to apply impulse. Buffer full.\n"); - return; + return; } activeImpulses[numImpulses] = i; -- cgit v1.2.1