コード例 #1
0
ファイル: Particle2D.cs プロジェクト: Andy608/GamePhysicsRepo
    private void FixedUpdate()
    {
        switch (positionType)
        {
        case PosIntegrationType.EulerExplicit:
            UpdatePositionEulerExplicit(Time.fixedDeltaTime);
            break;

        default:
            UpdatePositionKinematic(Time.fixedDeltaTime);
            break;
        }

        switch (rotationType)
        {
        case RotIntegrationType.EulerExplicit:
            UpdateRotationEulerExplicit(Time.fixedDeltaTime);
            break;

        default:
            UpdateRotationKinematic(Time.fixedDeltaTime);
            break;
        }

        //lab03
        UpdateAngularAcceleration();
        UpdateAcceleration();

        transform.position = position;

        Vector2 gravitationalForce   = ForceGenerator.GenerateForce_Gravity(mass, -9.8f, Vector2.up);
        Vector2 normalForce          = ForceGenerator.GenerateForce_Normal(-gravitationalForce, testFloor.transform.up);
        Vector2 slideForce           = ForceGenerator.GenerateForce_Sliding(gravitationalForce, normalForce);
        Vector2 frictionForce        = ForceGenerator.GenerateForce_Friction(normalForce, slideForce, velocity, frictionStatic, frictionKinetic);
        Vector2 dragForce            = ForceGenerator.GenerateForce_Drag(velocity, new Vector2(0.2f, 0.0f), 10.0f, 10.0f, 4.0f);
        Vector2 springForce          = ForceGenerator.GenerateForce_Spring(transform.position, testSpringAnchor.position, springRestingLength, springStrength * springStrength);
        Vector2 springDampForce      = ForceGenerator.GenerateForce_SpringDamping(mass, velocity, springStrength, 5.0f);
        Vector2 springMaxLengthForce = ForceGenerator.GenerateForce_SpringWithMax(transform.position, testSpringAnchor.position, springRestingLength, springStrength * springStrength, maxSpringLength);

        switch (forceType)
        {
        case ForceType.gravity:
            AddForce(gravitationalForce);
            break;

        case ForceType.normal:
            AddForce(normalForce);
            break;

        case ForceType.slide:
            AddForce(slideForce);
            break;

        case ForceType.friction:
            AddForce(slideForce);
            AddForce(frictionForce);
            break;

        case ForceType.drag:
            AddForce(dragForce);
            break;

        case ForceType.spring:
            AddForce(springForce);
            break;

        case ForceType.springDamping:
            AddForce(springForce);
            AddForce(springDampForce);
            AddForce(gravitationalForce);
            break;

        case ForceType.springWithMaxLength:
            AddForce(springMaxLengthForce);
            AddForce(springDampForce);
            AddForce(gravitationalForce);
            break;

        case ForceType.none:
            //Debug.Log("We ain't movin chief.");
            break;

        default:
            AddForce(gravitationalForce);
            break;
        }

        //lab03
        ApplyTorque(pointApplied, forceApplied);

        //clamps rotation to 360
        SetRotation(rotation %= 360.0f);
        rotAcceleration       = angularAccel;
    }