entity.rotation = Geometry::atan2<float>(2*(r.a*r.d+r.b*r.c), 1-2*(r.c*r.c+r.d*r.d));
if constexpr(is_fixture)
+ {
entity.inverse_mass = 0.0f;
+ entity.inverse_momi = 0.0f;
+ }
else
{
Game::Handle<RigidBody> body = entity.entity->get_body();
entity.inverse_mass = 1.0f/body->get_mass();
- entity.moment_of_inertia = body->get_moment_of_inertia();
+ entity.inverse_momi = 1.0f/body->get_moment_of_inertia();
entity.external_force = body->get_force();
entity.external_torque = body->get_torque();
entity.velocity = body->get_velocity();
{
SimulatedEntity &entity = entities[i];
- LinAl::Vector<float, 2> new_velocity = entity.velocity+entity.external_force*dt_secs*entity.inverse_mass;
+ LinAl::Vector<float, 2> new_velocity = entity.velocity+entity.external_force*(dt_secs*entity.inverse_mass);
entity.position += (entity.velocity+new_velocity)*(dt_secs/2);
entity.velocity = new_velocity;
- Geometry::Angle<float> new_angular_velocity = entity.angular_velocity+Geometry::Angle<float>::from_radians(entity.external_torque*(dt_secs/entity.moment_of_inertia));
+ Geometry::Angle<float> new_angular_velocity = entity.angular_velocity+Geometry::Angle<float>::from_radians(entity.external_torque*dt_secs*entity.inverse_momi);
entity.rotation = wrap_positive(entity.rotation+(entity.angular_velocity+new_angular_velocity)*(dt_secs/2));
entity.angular_velocity = new_angular_velocity;
}
{
SimulatedEntity &entity1 = entities[c.body1];
SimulatedEntity &entity2 = entities[c.body2];
- LinAl::Vector<float, 2> v_rel = entity2.velocity-entity1.velocity;
+ LinAl::Vector<float, 2> r1 = c.point-entity1.position;
+ LinAl::Vector<float, 2> r2 = c.point-entity2.position;
+ LinAl::Vector<float, 2> v_p1 = entity1.velocity+LinAl::Vector<float, 2>(-r1.y, r1.x)*entity1.angular_velocity.radians();
+ LinAl::Vector<float, 2> v_p2 = entity2.velocity+LinAl::Vector<float, 2>(-r2.y, r2.x)*entity2.angular_velocity.radians();
+ LinAl::Vector<float, 2> v_rel = v_p2-v_p1;
+ LinAl::Vector<float, 2> tangent = normalize(v_rel-c.normal*inner_product(v_rel, c.normal));
float restitution = 1.0f;
+ float friction_coeff = 0.1f;
float inv_mass_sum = entity1.inverse_mass+entity2.inverse_mass;
- float impulse = (1+restitution)*inner_product(v_rel, c.normal)/inv_mass_sum;
- entity1.velocity += c.normal*(impulse*entity1.inverse_mass);
- entity2.velocity -= c.normal*(impulse*entity2.inverse_mass);
+ float reaction = (1+restitution)*inner_product(v_rel, c.normal)/inv_mass_sum;
+ float friction = reaction*friction_coeff;
+ LinAl::Vector<float, 2> impulse = c.normal*reaction+tangent*friction;
+ entity1.velocity += impulse*entity1.inverse_mass;
+ entity2.velocity -= impulse*entity2.inverse_momi;
+ entity1.angular_velocity += Geometry::Angle<float>::from_radians(entity1.inverse_momi*(r1.x*impulse.y-r1.y*impulse.x));
+ entity2.angular_velocity -= Geometry::Angle<float>::from_radians(entity2.inverse_momi*(r2.x*impulse.y-r2.y*impulse.x));
}
}