Reputation: 605
While trying to create my own physics engine (don't try persuading me not to), I decided to create a class for each pixel, called Particle
, this system has an x and a y, and a x and y velocity, as shown below. Unfortunately, the code for calculateGravitationalVelocity
doesn't abide by the laws of physics in certain situations. For example, if the x of the particle and the x of the other particle is the same, the particle will fall towards the object realistically, but when the particle gets too close, it pings off towards the positive x. I am only going to include the class source code, but I can include the source code of the other file, though it is partly written in SFML
Particle.cpp:
#include <iostream>
#include <string>
#include <math.h>
class Particle
{
private:
//Coords:
double x, y;
//Velocities:
double xVelocity = 0;
double yVelocity = 0;
//Material:
std::string material = "Generic";
//Mass:
double mass = 0;
public:
//Coords:
void setCoords(double, double);
float getCoords(char);
//Velocities:
void giveVelocity(char, float);
void setVelocity(char, float);
float getVelocity(char);
//Gravitational Velocity:
void calculateGravitationalVelocity(Particle);
//Material:
void setMaterial(std::string);
std::string getMaterial();
//Mass:
void setMass(double);
double getMass();
//Update:
void update();
};
//Coords:
void Particle::setCoords(double newX, double newY)
{
x = newX;
y = newY;
}
float Particle::getCoords(char axis)
{
if (axis == 'x')
{
//return floor(x);
return x;
}
else if (axis == 'y')
{
//return floor(y);
return y;
}
}
//Velocities:
void Particle::giveVelocity(char axis, float addedVelocity)
{
if (axis == 'x') {xVelocity = xVelocity + addedVelocity;}
else if (axis == 'y') {yVelocity = yVelocity + addedVelocity;}
}
void Particle::setVelocity(char axis, float newVelocity)
{
if (axis == 'x') {xVelocity = newVelocity;}
else if (axis == 'y') {yVelocity = newVelocity;}
}
float Particle::getVelocity(char axis)
{
if (axis == 'x') {return xVelocity;}//floor(xVelocity);}
else if (axis == 'y') {return xVelocity;}//floor(yVelocity);}
}
//Gravitational Velocity (Where the problems probably are):
void Particle::calculateGravitationalVelocity(Particle distantParticle)
{
//Physics constants:
const double pi = 3.14159265359; //Pi
const double G = 0.00000000006673; //Gravitational Constant (or Big G)
//Big Triangle Trigonometry:
//Get coords of moving particle:
double x1 = x;
double y1 = y;
//Get coords of particle with gravity:
double x2 = distantParticle.getCoords('x');
double y2 = distantParticle.getCoords('y');
if (x1 != x2)
{
//Work out the angle:
double A = atan((y2 - y1) / (x2 - x1)) * 180 / pi;
//Remove the minus sign:
A = fabs(A);
//Small Triangle Trigonometry:
//Work out the hypotenuse of the big triangle:
double hyp = sqrt(pow(x2 - x1, 2) + pow(y2 - y1, 2));
//Work out the gravitational field (hyp of small triangle):
long double gravitationalField = G * (distantParticle.getMass() / pow(hyp, 2));
//For testing purposes:
//std::cout << "X: " << (cos(A) * gravitationalField) / 1000 << std::endl;
//std::cout << "Y: " << (sin(A) * gravitationalField) / 1000 << std::endl;
//Work out the X velocity:
xVelocity = xVelocity + (cos(A) * gravitationalField) / 1000;
//Work out the Y velocity:
yVelocity = yVelocity + (sin(A) * gravitationalField) / 1000;
}
else
{
//Work out the hypotenuse of the big triangle:
double hyp = sqrt(pow(x2 - x1, 2) + pow(y2 - y1, 2));
//Work out the gravitational field (hyp of small triangle):
long double gravitationalField = G * (distantParticle.getMass() / pow(hyp, 2));
yVelocity = yVelocity + gravitationalField / 1000;
}
}
//Material:
void Particle::setMaterial(std::string newMaterialType)
{
material = newMaterialType;
}
std::string Particle::getMaterial()
{
return material;
}
//Mass:
void Particle::setMass(double newMass)
{
mass = newMass;
}
double Particle::getMass()
{
return mass;
}
//Update:
void Particle::update()
{
x = x + xVelocity;
y = y + yVelocity;
}
I am sorry for the very open question, and it probably goes against the rules somewhere, but I couldn't find it. The code for working out mostly uses a two triangles to make a x and y velocity. Here is an image of what I was hoping the code would do as a triangle (sorry it doesn't look great, but I like using a whiteboard):
Upvotes: 0
Views: 452
Reputation:
You don't need to perform any trigonometric calculation.
...
//Get coords of particle with gravity:
double x2 = distantParticle.getCoords('x');
double y2 = distantParticle.getCoords('y');
// Get difference vector
double rx = x1 - x2;
double ry = y1 - y2;
// square of distance
double r2 = rx * rx + ry * ry;
// distance
double r = sqrt (r2);
if (r != 0) {
// normalize difference vector
double ux = rx / r;
double uy = ry / r;
// acceleration of gravity
double a = - G * distantParticle.getMass() / r2;
xVelocity += a * ux / 1000;
yVelocity += a * uy / 1000;
}
}
Upvotes: 2