Esempio n. 1
0
        public void Integrate(double duration)
        {
            if (duration == 0.0)
            {
                throw new InvalidDurationException("Duration can not be zero");
            }

            // Start by using gravity - this is already an acceleration so don't convert from a force
            var resultingAcceleration = new Vector3(GravityAcceleration);

            // Work out the acceleration from the force
            resultingAcceleration.AddScaledVector(AccumulatedForce, InverseMass);

            // Update position - for the moment we are using full equation - make accn bit configurable?
            Position.AddScaledVector(Velocity, duration);
            Position.AddScaledVector(resultingAcceleration, (duration * duration) / 2.0f);

            // Update the velocity
            Velocity.AddScaledVector(resultingAcceleration, duration);

            // Impose drag if there is damping - we are using the full equation for now - make configurable?
            if (Damping != 1.0f)
            {
                Velocity *= Math.Pow(Damping, duration);
            }

            // Clear the forces
            ClearAccumulatedForce();
        }
Esempio n. 2
0
        /// <summary>
        /// Integrates the particle forward in time by the given amount.
        /// This function uses a Newton-Euler integration method, which is a
        /// Linear approximation of the correct integral. For this reason it
        /// May be inaccurate in some cases.
        ///
        /// We integrate, because we want to figure out what the next position
        /// Should be in time given the current velocity.
        ///
        /// We also want to figure velocity based on current acceleration, with
        /// Some damping added to make the physics simulation more stable.
        /// </summary>
        /// <param name="timeDuration">Time since last frame in seconds</param>
        public void Integrate(float timeDuration)
        {
            // Zero out stuff
            ForceAccum = new Vector3();

            // Update linear position
            Position.AddScaledVector(Velocity, timeDuration);

            // Update velocity
            Vector3 resulintAcc = Acceleration;

            resulintAcc.AddScaledVector(ForceAccum, InverseMass);

            Velocity.AddScaledVector(resulintAcc, timeDuration);
            Velocity *= (float)Math.Pow(Damping, timeDuration);

            // Update linked mesh
            LinkedMesh.Position = new vec3(Position.X, Position.Y, Position.Z);
        }