added friction

This commit is contained in:
=
2026-03-11 16:07:40 -04:00
parent 5742b4613e
commit 010d50d5bb
4 changed files with 82 additions and 12 deletions

2
.gitignore vendored
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@@ -0,0 +1,2 @@
.venv/*
__pycache__/*

56
main.py
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@@ -49,31 +49,82 @@ def main():
physics = PhysicsSystem()
linecollider = RectCollider((495, 1))
ball_transform = Transform(position=pg.Vector2(250,250), rotation=pi/8.0)
square_transform = Transform(position=pg.Vector2(250, 100))
#ball2_transform = Transform(position=pg.Vector2(250, 50))
ball = Square(ball_transform, 20)
ball2 = Square(square_transform, 20, color=(0,255,0,255))
#ball3 = Ball(ball2_transform, 10)
physics.add_body(
RigidBody(
ball_transform,
RectCollider((20,20)),
velocity=pg.Vector2(0,-400),
restitution=1.0,
restitution=0.2,
coef_friction=0.4
)
)
"""physics.add_body(
RigidBody(
ball2_transform,
CircleCollider(20),
velocity=pg.Vector2(0,0)
)
)"""
physics.add_body(
RigidBody(
square_transform,
RectCollider((20,20)),
pg.Vector2(0,0),
restitution=1.0
restitution=0.2,
coef_friction=0.2
)
)
physics.add_body(
RigidBody(
Transform(pg.Vector2(250,0)),
linecollider,
pg.Vector2(0,0),
mass=0.0
)
)
physics.add_body(
RigidBody(
Transform(pg.Vector2(250,500)),
linecollider,
pg.Vector2(0,0),
mass=0.0
)
)
physics.add_body(
RigidBody(
Transform(pg.Vector2(0,250),rotation=pi/2.0),
linecollider,
pg.Vector2(0,0),
mass=0.0
)
)
physics.add_body(
RigidBody(
Transform(pg.Vector2(500,250),rotation=pi/2),
linecollider,
pg.Vector2(0,0),
mass=0.0
)
)
while running:
dt = clock.tick(144) / 1000
@@ -82,6 +133,7 @@ def main():
physics.update(dt)
ball.draw(screen)
ball2.draw(screen)
#ball3.draw(screen)
pg.display.flip()
for event in pg.event.get():

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@@ -14,6 +14,12 @@ class RigidBody:
angular_velocity: float = 0
mass: float = 1.0
restitution: float = 0.5
coef_friction: float = 0.6
def apply_impulse(self, j: pg.Vector2, point: pg.Vector2) -> None:
moment_arm = point - self.transform.global_position
self.velocity += j * self.inv_mass
self.angular_velocity += moment_arm.cross(j) * self.inv_moment_of_inertia
@property
def inv_mass(self) -> float:
@@ -57,20 +63,30 @@ class PhysicsSystem:
if b.mass != 0.0:
b.transform.position -= correction
restitution = a.restitution * b.restitution
friction = a.coef_friction * b.coef_friction
tangent = collision.normal.rotate(90)
v_rel_linear = pg.Vector2(a.velocity - b.velocity)
a_w = a.angular_velocity
b_w = b.angular_velocity
for point in collision.points:
r_a = point - a.transform.position
r_b = point - b.transform.position
w_cross_r_a = pg.Vector2(-r_a.y * a.angular_velocity, r_a.x * a.angular_velocity) #omega is not encoded as a vector, so we pretend it is
w_cross_r_b = pg.Vector2(-r_b.y * b.angular_velocity, r_b.x * b.angular_velocity)
v_rel = a.velocity + w_cross_r_a - b.velocity - w_cross_r_b
restitution = a.restitution * b.restitution
impulse = -(1+restitution)*(v_rel.dot(collision.normal))\
w_cross_r_a = pg.Vector2(-r_a.y * a_w, r_a.x * a_w) #omega is not encoded as a vector, so we pretend it is
w_cross_r_b = pg.Vector2(-r_b.y * b_w, r_b.x * b_w)
v_rel = v_rel_linear + w_cross_r_a - w_cross_r_b
v_rel_tangent = v_rel.dot(tangent)
collision_impulse = -(1+restitution)*(v_rel.dot(collision.normal))\
/ (a.inv_mass + b.inv_mass + (r_a.cross(collision.normal)**2 * a.inv_moment_of_inertia)\
+ (r_b.cross(collision.normal)**2 * b.inv_moment_of_inertia)) / len(collision.points)
a.velocity += collision.normal*impulse*a.inv_mass
b.velocity -= collision.normal*impulse*b.inv_mass
a.angular_velocity += (r_a.cross(impulse*collision.normal)) * a.inv_moment_of_inertia
b.angular_velocity -= (r_b.cross(impulse*collision.normal)) * b.inv_moment_of_inertia
friction_impulse = (-v_rel_tangent / (a.inv_mass + b.inv_mass +\
(r_a.cross(tangent))**2 * a.inv_moment_of_inertia +\
(r_b.cross(tangent)**2 * b.inv_moment_of_inertia))) / len(collision.points)
friction_impulse = pg.math.clamp(friction_impulse, -abs(collision_impulse)*friction, abs(collision_impulse)*friction)
a.apply_impulse(collision.normal*collision_impulse + friction_impulse * tangent, point)
b.apply_impulse(-1 * collision.normal*collision_impulse - friction_impulse * tangent, point)

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@@ -7,7 +7,7 @@ import pygame as pg
class Transform:
position: pg.Vector2
rotation: pg.Vector2 = 0.0
rotation: float = 0.0
scale: float = 1.0
parent: 'Transform' = None