stable collisions

This commit is contained in:
max
2026-09-03 17:27:52 +02:00
parent 815bd2d260
commit d8758f98dc
8 changed files with 151 additions and 452 deletions

View File

@@ -34,8 +34,6 @@ namespace PhysicsEngine
TorqueAccumulator += torque;
}
// --- Impulse Methods ---
public void ApplyImpulse(Vector2 impulse)
{
if (IsStatic) return;
@@ -46,10 +44,8 @@ namespace PhysicsEngine
{
if (IsStatic) return;
// Direct linear velocity change
Velocity += impulse * InverseMass;
// Rotate local offset into world space based on body rotation
float cos = MathF.Cos(Rotation);
float sin = MathF.Sin(Rotation);
Vector2 worldOffset = new Vector2(
@@ -57,7 +53,6 @@ namespace PhysicsEngine
localOffset.X * sin + localOffset.Y * cos
);
// 2D Cross product for torque: r x J
float torque = worldOffset.X * impulse.Y - worldOffset.Y * impulse.X;
AngularVelocity += torque * InverseInertia;
}
@@ -66,19 +61,14 @@ namespace PhysicsEngine
{
if (IsStatic) return;
// Direct linear velocity change
Velocity += impulse * InverseMass;
// Offset from center of mass in world space
Vector2 worldOffset = worldPosition - Position;
// 2D Cross product for torque: r x J
float torque = worldOffset.X * impulse.Y - worldOffset.Y * impulse.X;
AngularVelocity += torque * InverseInertia;
}
// --- Other Useful Methods to Consider ---
public void ApplyForceAtWorldPosition(Vector2 force, Vector2 worldPosition)
{
if (IsStatic) return;