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_2/snippet3.cpp | 88 +++++++++++++++++++++++++++++++++++ 1 file changed, 88 insertions(+) create mode 100644 2d/rigidbody/rigidbody_2/snippet3.cpp (limited to '2d/rigidbody/rigidbody_2/snippet3.cpp') diff --git a/2d/rigidbody/rigidbody_2/snippet3.cpp b/2d/rigidbody/rigidbody_2/snippet3.cpp new file mode 100644 index 0000000..7b7130c --- /dev/null +++ b/2d/rigidbody/rigidbody_2/snippet3.cpp @@ -0,0 +1,88 @@ + +struct Impulse { + Vector2 force = { 0, 0 }; + Vector2 pointOfApplication = { 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; + + float32 rotationalVelocity = 0.f; + float32 rotation = 0.f; + float32 momentOfInertia = 1.f; + + void reset() { + numImpulses = 0; + velocity = { 0, 0 }; + rotationalVelocity = 0.f; + rotation = 0.f; + } + + void applyImpulse(Impulse i) { + if (numImpulses > NUM_IMPULSES) { + printf("Unable to apply impulse. Buffer full.\n"); + return; + } + + activeImpulses[numImpulses] = i; + numImpulses++; + } + + void applyGravity(float32 deltaTimeSeconds) { + velocity += (Vector2 { 0.f, -9.8f } * deltaTimeSeconds); + } + + void update(float32 deltaTimeSeconds) { + applyGravity(deltaTimeSeconds); + + Vector2 force; + float32 torque = 0.f; + 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; + Vector2 forceToApply = i.force * (impulseDtSeconds / i.timeOfApplicationSeconds); + force += forceToApply * impulseDtSeconds; + + // New! Increment the torque for each force + torque += i.pointOfApplication.getPerp().dot(forceToApply); + + i.timeAppliedSeconds = nextTimeAppliedSeconds; + } + + Vector2 acceleration = force / mass; + velocity += (acceleration * deltaTimeSeconds); + position += (velocity * deltaTimeSeconds); + + // New! Update the rotational velocity as well + float32 rotationalAcceleration = torque / momentOfInertia; + rotationalVelocity += (rotationalAcceleration * deltaTimeSeconds); + rotation += (rotationalVelocity * deltaTimeSeconds); + + 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--; + } + } + } +}; -- cgit v1.2.1