Пример #1
0
void MyGame::Update(float elapsedTime)
{
    static float spawnTimer = 0;

    spawnTimer += elapsedTime;

    if(spawnTimer >= 0.15f)
    {
        Cube* c = new Cube(Vector3f(1.f, 1.f, 1.f));
        c->SetTexture(Texture::Get("!debug.png"));
        GetScene().GetRoot()->AddChild(c);
        RigidBody* rb = c->AddToPhysic(1, Vector3f(0, 25, 7.5));
        rb->ApplyForce(Vector3f(0, -10.f, 0));
        spawnTimer = 0;

        m_cubeCount++;
    }

    std::ostringstream fps;
    fps << "FPS: " << GetFps();
    m_txtFps->SetText(fps.str());

    std::ostringstream CubeCount;
    CubeCount << "Cube count: " << m_cubeCount;
    m_txtCubeCount->SetText(CubeCount.str());
}
Пример #2
0
static duk_ret_t RigidBody_ApplyForce_float3_float3(duk_context* ctx)
{
    int numArgs = duk_get_top(ctx);
    RigidBody* thisObj = GetThisWeakObject<RigidBody>(ctx);
    float3& force = *GetCheckedValueObject<float3>(ctx, 0, float3_ID);
    float3 position = numArgs > 1 ? *GetCheckedValueObject<float3>(ctx, 1, float3_ID) : float3::zero;
    thisObj->ApplyForce(force, position);
    return 0;
}
Пример #3
0
void SnowBall::FixedUpdate(float timeStep)
{
	// Apply damping when rolling on the ground, or near disappearing
	RigidBody* body = node_->GetComponent<RigidBody>();
	if ((onGround) || (duration < snowballGroundHitDuration))
	{
		Vector3 vel = body->GetLinearVelocity();
		body->ApplyForce(Vector3(-snowballDampingForce * vel.x_, 0, -snowballDampingForce * vel.z_));
	}
	
	// Disappear when duration expired
	if (duration >= 0)
	{
		duration -= timeStep;
		if (duration <= 0)
		{		
			SpawnParticleEffect(node_, node_->GetPosition(), "Particle/SnowExplosion.xml", 1);
			node_->Remove();
		}
	}
}
Пример #4
0
void CollisionHandler::CollisionItem::ApplyCollision( RigidBody& i_oRigidBody1, RigidBody& i_oRigidBody2, double i_rMu, double /*i_rFrameTime*/ )
{
	// i_oRigidBody2 collides with i_oRigidBody1.
	// Total elastic force:
	double rTotalElasticConst;
	{
		double fK1 = i_oRigidBody1.ElasticConstant();
		double fK2 = i_oRigidBody2.ElasticConstant();
		if ( *(int*)&fK1 != 0 && *(int*)&fK2 != 0 ) // the two bodies' behavior is the same as two spring in series 
		{
			rTotalElasticConst = fK1 * fK2 / (fK1 + fK2);
		}
		else if ( *(int*)&fK1 == 0 )				// only the second body produce elastic force
		{
			rTotalElasticConst = fK2;
		}
		else										// only the first body produce elastic force or neither
		{
			rTotalElasticConst = fK1;
		}
	}

	PCEVector3D vElasticForce = m_vImpactNormal * ( rTotalElasticConst * m_rDeformation );

	// Fluid Friction:
	PCEVector3D vTotalFluidFriction = ( i_oRigidBody1.Velocity() * i_oRigidBody1.Muv() ) + ( i_oRigidBody2.Velocity() * i_oRigidBody2.Muv() );
	PCEVector3D vNormalFluidFriction = DotProduct(vTotalFluidFriction, m_vImpactNormal) * m_vImpactNormal;
	PCEVector3D vTangFluidFriction = vTotalFluidFriction - vNormalFluidFriction;

	// Force Normal Component: elastic force + fluid friction normal
	double rNormalForceModule = DotProduct( vElasticForce + vNormalFluidFriction, m_vImpactNormal );
	if(rNormalForceModule < 0) 
	{
		rNormalForceModule = 0;
	}

	PCEVector3D vNormForce = m_vImpactNormal * rNormalForceModule;

	// Force Tangent Component: dry friction and fluid friction tangent
	PCEVector3D vTangVelocity = m_vImpactVelocity - (DotProduct(m_vImpactVelocity,m_vImpactNormal) * m_vImpactNormal);
	double rFrictionForceModule = rNormalForceModule * i_rMu;
	PCEVector3D vTangForce = ( vTangVelocity * rFrictionForceModule ) + vTangFluidFriction;

/*
	double modVtang = vTangVelocity.Module();
	if(modVtang > 9.81f * i_rFrameTime)
	{
		vTangForce /= modVtang;
	}
	else
	{
		vTangForce /= ( 9.8f * i_rFrameTime );
	}
*/

	vNormForce += vTangForce;	// now vNormForce is the total force

	i_oRigidBody1.ApplyForce(vNormForce, m_vImpactPoint);

	vNormForce[0] = -vNormForce[0];
	vNormForce[1] = -vNormForce[1];
	vNormForce[2] = -vNormForce[2];

	i_oRigidBody2.ApplyForce(vNormForce, m_vImpactPoint);
}