From 1819b186d60376a546722d99edd686e876b81d9f Mon Sep 17 00:00:00 2001 From: Mikko Rasa Date: Sun, 20 Nov 2022 21:10:32 +0200 Subject: [PATCH] Add rotation to physics simulation There's no friction yet, so colliding objects don't start rotating. --- examples/bassteroids/source/physics.cpp | 7 +++++++ examples/bassteroids/source/physics.h | 2 ++ examples/bassteroids/source/rigidbody.cpp | 5 +++++ examples/bassteroids/source/rigidbody.h | 5 +++++ 4 files changed, 19 insertions(+) diff --git a/examples/bassteroids/source/physics.cpp b/examples/bassteroids/source/physics.cpp index db8e494..a8d49ec 100644 --- a/examples/bassteroids/source/physics.cpp +++ b/examples/bassteroids/source/physics.cpp @@ -75,7 +75,9 @@ void Physics::copy_in(SimulatedEntity &entity) { Game::Handle body = entity.entity->get_body(); entity.inverse_mass = 1.0f/body->get_mass(); + entity.moment_of_inertia = body->get_moment_of_inertia(); entity.velocity = body->get_velocity(); + entity.angular_velocity = body->get_angular_velocity(); } } @@ -90,6 +92,7 @@ void Physics::copy_out(SimulatedEntity &entity) { Game::Handle body = entity.entity->get_body(); body->set_velocity(entity.velocity); + body->set_angular_velocity(entity.angular_velocity); } } @@ -102,6 +105,10 @@ void Physics::step(float dt_secs) LinAl::Vector 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 new_angular_velocity = entity.angular_velocity+Geometry::Angle::from_radians(entity.external_torque*(dt_secs/entity.moment_of_inertia)); + entity.rotation = wrap_positive(entity.rotation+(entity.angular_velocity+new_angular_velocity)*(dt_secs/2)); + entity.angular_velocity = new_angular_velocity; } } diff --git a/examples/bassteroids/source/physics.h b/examples/bassteroids/source/physics.h index fdeb8b2..3d9d708 100644 --- a/examples/bassteroids/source/physics.h +++ b/examples/bassteroids/source/physics.h @@ -17,11 +17,13 @@ private: { Msp::Game::Handle entity; float inverse_mass = 1.0f; + float moment_of_inertia = 1.0f; Msp::LinAl::Vector external_force; Msp::LinAl::Vector position; Msp::Geometry::Angle rotation; Msp::LinAl::Vector velocity; + Msp::Geometry::Angle angular_velocity; unsigned collision_count; Msp::LinAl::Vector position_adjust; diff --git a/examples/bassteroids/source/rigidbody.cpp b/examples/bassteroids/source/rigidbody.cpp index c1d096e..509e3a9 100644 --- a/examples/bassteroids/source/rigidbody.cpp +++ b/examples/bassteroids/source/rigidbody.cpp @@ -11,3 +11,8 @@ void RigidBody::set_velocity(const LinAl::Vector &v) { velocity = v; } + +void RigidBody::set_angular_velocity(Geometry::Angle as) +{ + angular_velocity = as; +} diff --git a/examples/bassteroids/source/rigidbody.h b/examples/bassteroids/source/rigidbody.h index 8a7a5b3..6225500 100644 --- a/examples/bassteroids/source/rigidbody.h +++ b/examples/bassteroids/source/rigidbody.h @@ -8,6 +8,7 @@ struct RigidBodySetup { float mass = 1.0f; + float moment_of_inertia = 0.5f; }; class RigidBody: public Msp::Game::Component @@ -18,13 +19,17 @@ public: private: const Setup &setup; Msp::LinAl::Vector velocity; + Msp::Geometry::Angle angular_velocity; public: RigidBody(Msp::Game::Handle, const Setup &); float get_mass() const { return setup.mass; } + float get_moment_of_inertia() const { return setup.moment_of_inertia; } void set_velocity(const Msp::LinAl::Vector &); + void set_angular_velocity(Msp::Geometry::Angle); const Msp::LinAl::Vector &get_velocity() const { return velocity; } + Msp::Geometry::Angle get_angular_velocity() const { return angular_velocity; } }; #endif -- 2.43.0