Example #1
0
    private void SetMomentOfInertia(InertiaBody body)
    {
        if (InertiaBody.NONE == body)
        {
            inertia    = 0;
            inertiaInv = 0;
            return;
        }
        Vector3        hitboxSize = Vector3.zero;
        MeshFilter     meshFilter = gameObject.GetComponent <MeshFilter>();
        SpriteRenderer renderer   = GetComponent <SpriteRenderer>();

        if (meshFilter != null)
        {
            hitboxSize.x = meshFilter.mesh.bounds.size.x * transform.localScale.x;
            hitboxSize.y = meshFilter.mesh.bounds.size.y * transform.localScale.y;
        }
        else if (renderer != null)
        {
            hitboxSize.x = renderer.sprite.bounds.size.x * transform.localScale.x;
            hitboxSize.y = renderer.sprite.bounds.size.y * transform.localScale.y;
        }

        //hitboxSize.z = mesh.bounds.size.z * transform.localScale.z;

        switch (body)
        {
        case InertiaBody.RECTANGLE:
        {
            float dx = hitboxSize.x, dy = hitboxSize.y;
            inertia = 1f / 12f * mass * (dx * dx + dy * dy);
            break;
        }

        case InertiaBody.CIRCLE:
        {
            float radius = hitboxSize.x;
            inertia = .5f * mass * radius * radius;
            break;
        }

        case InertiaBody.ROD:
        {
            float length = hitboxSize.x;
            inertia = 1 / 12f * mass * length * length;
            break;
        }

        case InertiaBody.CIRCULAR_RING:
        {
            float outerRadius = hitboxSize.x;
            float innerRadius = outerRadius * .75f;
            float t           = outerRadius - innerRadius;
            float r           = t / 2;

            inertia = Mathf.PI * r * r * r * t;

            break;
        }

        case InertiaBody.SQUARE:
        {
            float dim = hitboxSize.x;
            inertia = (1f / 3f) * mass * dim * dim;
            break;
        }
        }
        inertiaInv = 1 / inertia;
    }
Example #2
0
    private void SetMomentOfInertia(InertiaBody body)
    {
        inertia    = Matrix4x4.identity;
        inertiaInv = Matrix4x4.identity;
        if (InertiaBody.NONE == body)
        {
            return;
        }

        Vector3        hitboxSize = Vector3.zero;
        MeshFilter     meshFilter = gameObject.GetComponent <MeshFilter>();
        SpriteRenderer renderer   = GetComponent <SpriteRenderer>();

        if (meshFilter != null)
        {
            hitboxSize.x = meshFilter.mesh.bounds.size.x * transform.localScale.x;
            hitboxSize.y = meshFilter.mesh.bounds.size.y * transform.localScale.y;
            hitboxSize.z = meshFilter.mesh.bounds.size.z * transform.localScale.z;
        }
        else if (renderer != null)
        {
            hitboxSize.x = renderer.sprite.bounds.size.x * transform.localScale.x;
            hitboxSize.y = renderer.sprite.bounds.size.y * transform.localScale.y;
            hitboxSize.z = renderer.sprite.bounds.size.z * transform.localScale.z;
        }

        //hitboxSize.z = mesh.bounds.size.z * transform.localScale.z;

        switch (body)
        {
        case InertiaBody.BOX:
        {
            float oneSixth = 1f / 6f;
            float side     = hitboxSize.x;
            float numToSet = oneSixth * mass * side * side;
            inertia.SetRow(0, new Vector4(numToSet, 0, 0, 0));
            inertia.SetRow(1, new Vector4(0, numToSet, 0, 0));
            inertia.SetRow(2, new Vector4(0, 0, numToSet, 0));
            break;
        }

        case InertiaBody.CONE:
        {
            float radius      = hitboxSize.x * .5f;
            float height      = hitboxSize.y;
            float firstSecond = .6f * mass * height * height + .15f * mass * radius * radius;
            float third       = .3f * mass * radius * radius;
            inertia.SetRow(0, new Vector4(firstSecond, 0, 0, 0));
            inertia.SetRow(1, new Vector4(0, firstSecond, 0, 0));
            inertia.SetRow(2, new Vector4(0, 0, third, 0));
            break;
        }

        case InertiaBody.CUBE:
        {
            float oneTwelfth = 1f / 12f;
            float first      = oneTwelfth * mass * (hitboxSize.y * hitboxSize.y + hitboxSize.z * hitboxSize.z);
            float second     = oneTwelfth * mass * (hitboxSize.z * hitboxSize.z + hitboxSize.x * hitboxSize.x);
            float third      = oneTwelfth * mass * (hitboxSize.x * hitboxSize.x + hitboxSize.y * hitboxSize.y);
            inertia.SetRow(0, new Vector4(first, 0, 0, 0));
            inertia.SetRow(1, new Vector4(0, second, 0, 0));
            inertia.SetRow(2, new Vector4(0, 0, third, 0));
            break;
        }

        case InertiaBody.CYLINDER:
        {
            float radius      = hitboxSize.x * .5f;
            float height      = hitboxSize.y * .5f;
            float oneTwelfth  = 1f / 12f;
            float firstSecond = oneTwelfth * mass * (3 * radius * radius + height * height);
            float third       = .5f * mass * radius * radius;
            inertia.SetRow(0, new Vector4(firstSecond, 0, 0, 0));
            inertia.SetRow(1, new Vector4(0, firstSecond, 0, 0));
            inertia.SetRow(2, new Vector4(0, 0, third, 0));
            break;
        }

        case InertiaBody.HOLLOW_BOX:
        {
            float fiveThirds = 5f / 3f;
            float first      = fiveThirds * mass * (hitboxSize.y * hitboxSize.y + hitboxSize.z * hitboxSize.z);
            float second     = fiveThirds * mass * (hitboxSize.z * hitboxSize.z + hitboxSize.x * hitboxSize.x);
            float third      = fiveThirds * mass * (hitboxSize.x * hitboxSize.x + hitboxSize.y * hitboxSize.y);
            inertia.SetRow(0, new Vector4(first, 0, 0, 0));
            inertia.SetRow(1, new Vector4(0, second, 0, 0));
            inertia.SetRow(2, new Vector4(0, 0, third, 0));
            break;
        }

        case InertiaBody.HOLLOW_CUBE:
        {
            float fiveThirdsOverTwo = (5f / 3f) * .5f;
            float side     = hitboxSize.x;
            float numToSet = fiveThirdsOverTwo * mass * side * side;
            inertia.SetRow(0, new Vector4(numToSet, 0, 0, 0));
            inertia.SetRow(1, new Vector4(0, numToSet, 0, 0));
            inertia.SetRow(2, new Vector4(0, 0, numToSet, 0));
            break;
        }

        case InertiaBody.HOLLOW_SPHERE:
        {
            float radius = hitboxSize.x * .5f;
            // 2/3mr^2
            float numToSet = 2f / 3f * mass * radius * radius;
            inertia.SetRow(0, new Vector4(numToSet, 0, 0, 0));
            inertia.SetRow(1, new Vector4(0, numToSet, 0, 0));
            inertia.SetRow(2, new Vector4(0, 0, numToSet, 0));
            break;
        }

        case InertiaBody.SPHERE:
        {
            float radius = hitboxSize.x * .5f;
            // 2/5mr^2
            float numToSet = .4f * mass * radius * radius;
            inertia.SetRow(0, new Vector4(numToSet, 0, 0, 0));
            inertia.SetRow(1, new Vector4(0, numToSet, 0, 0));
            inertia.SetRow(2, new Vector4(0, 0, numToSet, 0));
            break;
        }

        default:
        {
            break;
        }
        }

        inertiaInv.SetRow(0, inertia.GetColumn(0));
        inertiaInv.SetRow(1, inertia.GetColumn(1));
        inertiaInv.SetRow(2, inertia.GetColumn(2));
        inertiaInv.SetRow(3, inertia.GetColumn(3));
    }