Game Development Reference
In-Depth Information
The first order of business is to reset the vForces vector. vForces is the vector containing
the net force acting on the particle. All of these forces are aggregated in CalcLoads , as
shown by the line vForces += vGravity . Again, so far, the only force to aggregate is
that due to gravity.
The UpdateBodyEuler method integrates the equations of motion for each particle.
Since we're dealing with particles, the only equation of motion we need concern our‐
selves with is that for translation; rotation does not matter for particles (at least not for
us here). The following code sample shows UpdateBodyEuler .
void Particle::UpdateBodyEuler(double dt)
Vector a;
Vector dv;
Vector ds;
// Integrate equation of motion:
a = vForces / fMass;
dv = a * dt;
vVelocity += dv;
ds = vVelocity * dt;
vPosition += ds;
// Misc. calculations:
fSpeed = vVelocity.Magnitude();
As the name of this method implies, we've implemented Euler's method of integration
as described in Chapter 7 . Using this method, we simply need to divide the aggregate
forces acting on a particle by the mass of the particle to get the particle's acceleration.
The line of code a = vForces / fMass does just this. Notice here that a is a Vector , as
is vForces . fMass is a scalar, and the / operator defined in the Vector class takes care
of dividing each component of the vForces vector by fMass and setting the corre‐
sponding components in a . The change in velocity, dv , is equal to acceleration times the
change in time, dt . The particle's new velocity is then computed by the line vVelocity
+= dv . Here again, vVelocity and dv are Vectors and the += operator takes care of the
vector arithmetic. This is the first actual integration.
The second integration takes place in the next few lines, where we determine the par‐
ticle's displacement and new position by integrating its velocity. The line ds = vVeloc
ity * dt determines the displacement, or change in the particle's position, and the line
vPosition += ds computes the new position by adding the displacement to the parti‐
cle's old position.
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