Game Development Reference
In-Depth Information
In two dimensions, the coordinate transformation involves a little trigonometry as
shown in the following VRotate2D function:
Vector VRotate2D( float angle, Vector u)
float x,y;
x = u.x * cos(DegreesToRadians(-angle)) +
u.y * sin(DegreesToRadians(-angle));
y = -u.x * sin(DegreesToRadians(-angle)) +
u.y * cos(DegreesToRadians(-angle));
return Vector( x, y, 0);
The angle here represents the orientation of the local, body fixed coordinate system with
respect to the world coordinate system. When converting from local coordinates to
world coordinates, use a positive angle; use a negative angle when going the other way.
This is just the convention we've adopted so transformations from local coordinates to
world coordinates are positive. You can see we actually take the negative of the angle
parameter, so in reality you could do away with that negative, and then transformations
from local coordinates to world coordinates would actually be negative. It's your pref‐
erence. You'll see this function used a few more times in different situations before the
end of this chapter.
The UpdateBodyEuler method actually integrates the equations of motion for the rigid
body. Since we're dealing with a rigid body, unlike a particle, we have two equations of
motion: one for translation, and the other for rotation. The following code sample shows
UpdateBodyEuler .
void RigidBody2D::UpdateBodyEuler(double dt)
Vector a;
Vector dv;
Vector ds;
float aa;
float dav;
float dr;
// Calculate forces and moments:
// Integrate linear equation of motion:
a = vForces / fMass;
dv = a * dt;
vVelocity += dv;
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