Game Development Reference
In-Depth Information
Bodies[i].vVelocityBody.x = 0.0f;
Bodies[i].vVelocityBody.y = 0.0f;
Bodies[i].vVelocityBody.z = 0.0f;
// Set the initial orientation
iRoll = 0.0f;
iPitch = 0.0f;
iYaw = 0.0f;
Bodies[i].qOrientation = MakeQFromEulerAngles(iRoll, iPitch, iYaw);
// Set the mass properties
Bodies[i].fMass = BALLWEIGHT/(-g);
Ixx = 2.0f * Bodies[i].fMass / 5.0f * (BALLDIAMETER*BALLDIAMETER);
Izz = Iyy = Ixx;
Bodies[i].mInertia.e11 = Ixx;
Bodies[i].mInertia.e12 = 0;
Bodies[i].mInertia.e13 = 0;
Bodies[i].mInertia.e21 = 0;
Bodies[i].mInertia.e22 = Iyy;
Bodies[i].mInertia.e23 = 0;
Bodies[i].mInertia.e31 = 0;
Bodies[i].mInertia.e32 = 0;
Bodies[i].mInertia.e33 = Izz;
Bodies[i].mInertiaInverse = Bodies[i].mInertia.Inverse();
Bodies[i].fRadius = BALLDIAMETER/2;
Stepping the Simulation
During each time step, the simulation's main loop makes a call to StepSimulation . This
function, shown next, is almost identical to the StepSimulation functions we covered
in the other examples shown throughout this topic, so there really are no surprises here.
StepSimulation first makes a call to CalcObjectForces , which we'll discuss momenā€
tarily, and then proceeds to integrate the equations of motion for each ball. We use a
basic Euler scheme here for simplicity. After integrating, StepSimulation makes a few
function calls to deal with collisions. We'll cover those shortly.
void StepSimulation(float dtime)
Vector Ae;
int i;
float dt = dtime;
int check = NOCOLLISION;
int c = 0;
// Calculate all of the forces and moments on the balls:
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