Files
Physics-Engine/PhysicsEngine/Physics/Bodies/Box.cs
2026-09-03 16:50:36 +02:00

78 lines
3.0 KiB
C#

using System;
using System.Numerics;
using Raylib_cs;
namespace PhysicsEngine
{
public class Box : Body
{
public Vector2 Size;
public Box(Vector2 position, Vector2 size, float mass)
{
Position = position;
Size = size;
Mass = mass;
MomentOfInertia = (1.0f / 12.0f) * mass * (size.X * size.X + size.Y * size.Y);
}
public override void Draw(float pixelsPerMeter = 100.0f)
{
DrawHelper.DrawRotatedBox(Position, Size, Rotation, BaseColor, pixelsPerMeter);
}
private Vector2 RotatePoint(Vector2 point, float radians)
{
float cos = MathF.Cos(radians);
float sin = MathF.Sin(radians);
return new Vector2(
point.X * cos - point.Y * sin,
point.X * sin + point.Y * cos
);
}
public override void ApplyAerodynamicDrag(float dt)
{
if (DragCoefficient <= 0.0f) return;
const float airDensity = 1.225f;
float speed = Velocity.Length();
if (speed < 0.01f) return;
// 1. Oncoming relative wind direction (opposite to velocity)
Vector2 windDir = -Velocity / speed;
float cos = MathF.Cos(Rotation);
float sin = MathF.Sin(Rotation);
// Box local axes transformed into world space (Assuming Size.Y is length/major axis)
Vector2 worldAxisY = new Vector2(-sin, cos); // Major axis vector
Vector2 worldAxisX = new Vector2(cos, sin); // Minor axis vector
// 2. Calculate effective frontal width (projected area in 2D) based on current orientation
Vector2 windPerp = new Vector2(-windDir.Y, windDir.X);
float projX = MathF.Abs(Vector2.Dot(worldAxisX, windPerp));
float projY = MathF.Abs(Vector2.Dot(worldAxisY, windPerp));
float effectiveWidth = Size.X * projX + Size.Y * projY;
// 3. Translational Drag Force (scales with dynamic pressure and current effective width)
float dragMagnitude = 0.5f * airDensity * speed * speed * DragCoefficient * effectiveWidth;
Vector2 dragForce = windDir * dragMagnitude;
ApplyForce(dragForce);
// 4. Weathercock / Fin-Effect Restoring Torque
// Measures angular misalignment between the box's major axis and the wind direction
float cross = worldAxisY.X * windDir.Y - worldAxisY.Y * windDir.X;
float restoringTorque = cross * 0.5f * airDensity * speed * speed * DragCoefficient * Size.X * Size.Y;
ApplyTorque(restoringTorque);
// 5. Angular Damping (Quadratic Rotational Drag)
float angularSpeed = MathF.Abs(AngularVelocity);
if (angularSpeed > 0.0001f)
{
float angularDragTorque = -MathF.Sign(AngularVelocity) * 0.5f * airDensity * angularSpeed * angularSpeed * DragCoefficient * (Size.X + Size.Y);
ApplyTorque(angularDragTorque);
}
}
}
}