public void accelerateByEnergyInJoules(SpatialVectorDouble normal, double absolvedEnergyInJoules) { // PHYSICS TO CHECK ASSUMPTION< we just use e = 1/2 * m * v², because v can be relative > // see http://www.dummies.com/education/science/physics/how-to-calculate-the-kinetic-energy-of-an-object/ double vDelta = System.Math.Sqrt(absolvedEnergyInJoules * 2 / composition.mass); relativeVelocity += normal.scale(vDelta); }
public void integrate(ref RungeKutta4State state, float t, float dt) { Derivative a, b, c, d, dummy; dummy.dx = new SpatialVectorDouble(new double[] { 0.0, 0.0, 0.0 }); dummy.dv = new SpatialVectorDouble(new double[] { 0.0, 0.0, 0.0 }); a = evaluate(ref state, t, 0.0f, ref dummy); b = evaluate(ref state, t, dt * 0.5f, ref a); c = evaluate(ref state, t, dt * 0.5f, ref b); d = evaluate(ref state, t, dt, ref c); SpatialVectorDouble dxdt = (a.dx + (b.dx + c.dx).scale(2.0f) + d.dx).scale(1.0f / 6.0f); SpatialVectorDouble dvdt = (a.dv + (b.dv + c.dv).scale(2.0f) + d.dv).scale(1.0f / 6.0f); state.x = state.x + dxdt.scale(dt); state.v = state.v + dvdt.scale(dt); }
// calculates the gravitational forces and coresponding accelerations public void calcForcesAndAccelerationsForPhysicsComponents(IEnumerable <PhysicsComponent> physicsComponents) { foreach (PhysicsComponent iPhysicsComponent in physicsComponents) { SpatialVectorDouble sumOfForce = new SpatialVectorDouble(new double[] { 0, 0, 0 }); foreach (CelestialObjectWithPosition iCelestialObject in celestialObjects) { SpatialVectorDouble extrapolatedPosition = iPhysicsComponent.rungeKutta4State.x + iPhysicsComponent.rungeKutta4State.v.scale(PhysicsEngine.dt); SpatialVectorDouble difference = iCelestialObject.position - extrapolatedPosition; SpatialVectorDouble direction = difference.normalized(); double distanceSquared = difference.lengthSquared; double forceMagnitude = Orbit.calculateForceBetweenObjectsByDistance(iPhysicsComponent.mass, iCelestialObject.celestialObject.mass, distanceSquared); sumOfForce += direction.scale(forceMagnitude); } SpatialVectorDouble acceleration = sumOfForce.scale(iPhysicsComponent.invMass); iPhysicsComponent.linearAcceleration += acceleration; } }
public void renderString(string @string, SpatialVectorDouble signScale, SpatialVectorDouble position) { Debug.Assert(lineRendererDriver != null); SpatialVectorDouble currentPosition = position.deepClone(); // TODO< find optimal scale > const float rescalingFactor = 1.0f / 16.0f; lineRendererDriver.scale = signScale.scale(rescalingFactor); // normalize scale with scale of a typical sign int i = 0; foreach (char @char in @string) { lineRendererDriver.center = currentPosition; // continue with next sign if we can't look it up if (!signToHersheyCommandIndex.ContainsKey(@char)) { continue; } int commandIndex = signToHersheyCommandIndex[@char];// (60+30-1) + 3*30; // signToHersheyCommandIndex[@char]; string hersheyCommands = hersheyCommandsOfLetters[commandIndex]; hesheyInterpreter.interpret(hersheyCommands, lineRendererDriver); float widthBeforeRescaling = lineRendererDriver.positionRight - lineRendererDriver.positionLeft; // width is the difference float width = (widthBeforeRescaling * rescalingFactor) * (float)signScale.x; currentPosition.x += width; i++;// for testing } }
static void applyForceToLinearAndAngularVelocity(PhysicsComponent physicsComponent, SpatialVectorDouble localForce, SpatialVectorDouble objectLocalPositionOfForce) { { // linear part // to calculate the linear component we use the dot product double scaleOfLinearForce = 0.0; if (localForce.length > double.Epsilon) { double dotOfForceAndLocalPosition = SpatialVectorDouble.dot(localForce.normalized(), objectLocalPositionOfForce.normalized()); scaleOfLinearForce = System.Math.Abs(dotOfForceAndLocalPosition); } // the linear force (and resulting acceleration) is the force scaled by the dot product Matrix rotationMatrix = physicsComponent.calcLocalToGlobalRotationMatrix(); Matrix globalForceAsMatrix = rotationMatrix * SpatialVectorUtilities.toVector4(localForce).asMatrix; SpatialVectorDouble globalForce = SpatialVectorUtilities.toVector3(new SpatialVectorDouble(globalForceAsMatrix)); physicsComponent.linearAcceleration += globalForce.scale(scaleOfLinearForce * physicsComponent.invMass); } { // angular part physicsComponent.eulerAngularAcceleration += physicsComponent.calcAngularAccelerationOfRigidBodyForAppliedForce(objectLocalPositionOfForce, localForce); } }
RayHitDescriptor?traceRayInternal(SpatialVectorDouble rayOrigin, SpatialVectorDouble rayDirection, out bool hit, double maxT = double.MaxValue) { CollisionDescriptor collisionDescriptor = new CollisionDescriptor(); foreach (PhysicsComponentAndCollidersPair iPhysicsComponentAndColliders in physicsAndMeshPairs) { if (ConvexHullRayIntersection.checkRayCollision(rayOrigin, rayDirection, iPhysicsComponentAndColliders.physicsComponent.boundingVolume.convexHull)) { // iterate over all ColliderComponents and check for collision foreach (ColliderComponent iCollider in iPhysicsComponentAndColliders.colliders) { if (iCollider.isConvex) { SpatialVectorDouble[] convexHullPlanes = MeshUtilities.calcAllPlanes(iCollider.faces, iCollider.transformedVertices); SpatialVectorDouble?hitNormal; double hitTResult; int? hitFaceNumber; bool isHit = ConvexHullRayIntersection.calcRayCollision(rayOrigin, rayDirection, convexHullPlanes, out hitNormal, out hitTResult, out hitFaceNumber); if (!isHit) { continue; } if (hitTResult < 0.0) { continue; } if (hitTResult > maxT) { continue; } if (collisionDescriptor.rayDistance < hitTResult) { continue; } // store collision information collisionDescriptor.rayDistance = hitTResult; collisionDescriptor.faceIndex = (uint)hitFaceNumber.Value; collisionDescriptor.faceNormal = hitNormal.Value; collisionDescriptor.physicsComponentAndCollider = new PhysicsComponentAndCollidersPair(iPhysicsComponentAndColliders.physicsComponent, iCollider); collisionDescriptor.hit = true; } else { throw new NotImplementedException(); } } } } hit = collisionDescriptor.hit; if (hit) { // translate hit informations RayHitDescriptor hitDescriptor = new RayHitDescriptor(); hitDescriptor.hitNormal = collisionDescriptor.faceNormal; hitDescriptor.hitPhysicsComponentAndCollider = collisionDescriptor.physicsComponentAndCollider; hitDescriptor.hitPosition = rayOrigin + rayDirection.scale(collisionDescriptor.rayDistance); return(hitDescriptor); } else { return(null); } }