-2
我试图编译和运行代码:: Blocks的一个简单的2D物理程序,但编译器(视窗10 64位)返回错误:“未定义参考线(INT, 。INT,INT,INT)我把所有需要的库,我不知道我该怎么办 有人可以帮助我,我承认我不知道C++ compilators线索,但我想尝试修改并运行代码:? - )错误在编译一个简单的2D物理C++程序
iface.h
/*----------------------------------------------------------------------------
2D Physics Test Program - a cheesy test harness for 2D physics
by Chris Hecker for my Game Developer Magazine articles. See my homepage
for more information.
NOTE: This is a hacked test program, not a nice example of Windows programming.
physics.cpp the only part of this you should look at!!!
This material is Copyright 1997 Chris Hecker, All Rights Reserved.
It's for you to read and learn from, not to put in your own articles
or books or on your website, etc. Thank you.
Chris Hecker
[email protected]
http://www.d6.com/users/checker
*/
/*----------------------------------------------------------------------------
Interface functions between physics code and the dumb OS interface.
*/
// physics -> app
void Line(int X0, int Y0, int X1, int Y1);
float GetTime(void);
extern int WorldWidth, WorldHeight;
// app -> physics
void Run(void);
void ToggleWorldSpring(void);
void ToggleBodySpring(void);
void ToggleGravity(void);
void ToggleDamping(void);
生成文件
NAME=physics
CC = cl -c -W4 -Zi -O2ab1gityp- -G5s -QIfdiv- -DSTRICT -DWIN32 -D_WIN32
ASM = ml -c -D_WIN32=1 -Zi -Zf -coff
LINK= link -map -pdb:none -debug:full -debugtype:cv -out:$(NAME).exe -subsystem:windows
DEF =-DDEBUG -DSTRICT
RC = rc
OBJ = $(NAME).obj win32.obj
LIBS = gdi32.lib user32.lib comdlg32.lib winmm.lib
.cpp.obj:
$(CC) /Fo$*.obj /Fl$*.lst $<
.asm.obj:
$(ASM) /Fo$*.obj /Fl $<
goal: $(NAME).exe
$(NAME).exe: $(OBJ) $(NAME).res makefile
$(LINK) $(OBJ) $(LIBS) $(NAME).res
$(NAME).res: $(NAME).rc $(NAME).ico
$(RC) -r $(NAME).rc
clean:
del $(NAME).exe
del *.lst
del *.res
del *.err
del *.obj
del *.map
del *.sym
del *.cod
del *.pdb
math2d.h
/*----------------------------------------------------------------------------
2D Physics Test Program - a cheesy test harness for 2D physics
by Chris Hecker for my Game Developer Magazine articles. See my homepage
for more information.
NOTE: This is a hacked test program, not a nice example of Windows programming.
physics.cpp the only part of this you should look at!!!
This material is Copyright 1997 Chris Hecker, All Rights Reserved.
It's for you to read and learn from, not to put in your own articles
or books or on your website, etc. Thank you.
Chris Hecker
[email protected]
http://www.d6.com/users/checker
*/
/*----------------------------------------------------------------------------
math2d.h - The simple math library for the 2D physics demo.
10/13/96 - checker
*/
#if !defined(MATH2D_H)
#define MATH2D_H
// explicit dependencies
#include <math.h> // for sqrt
#include <float.h>
/*----------------------------------------------------------------------------
Type and constant declarations.
*/
typedef float real;
typedef real r; // for constants, ie. r(1), not for declaration use
real const REAL_MAX = FLT_MAX;
real const REAL_MIN = FLT_MIN;
real const PI = r(3.14159265358979323846);
real const Epsilon = r(0.00001);
struct vector_2
{
real X, Y;
inline vector_2(void);
inline vector_2(real X, real Y);
inline vector_2 &operator+=(vector_2 const &A);
inline vector_2 &operator-=(vector_2 const &A);
};
struct matrix_2x2
{
real aElements[2][2];
inline matrix_2x2(void);
inline matrix_2x2(real RotateByThisManyRadians);
};
/*----------------------------------------------------------------------------
Functions.
*/
inline real RadiansFrom(real Degrees);
inline real DegreesFrom(real Radians);
inline vector_2 operator-(vector_2 const &A, vector_2 const &B);
inline vector_2 operator+(vector_2 const &A, vector_2 const &B);
inline vector_2 operator*(real A, vector_2 const &B);
inline vector_2 operator*(vector_2 const &A, real B);
inline vector_2 operator/(vector_2 const &A, real B);
inline real DotProduct(vector_2 const &A, vector_2 const &B);
// A-perp dot B
inline real PerpDotProduct(vector_2 const &A, vector_2 const &B);
inline vector_2 GetPerpendicular(vector_2 const &A);
inline real GetLength(vector_2 const &A);
inline vector_2 GetNormal(vector_2 const &A); // @todo need this?
inline vector_2 operator*(matrix_2x2 const &A, vector_2 const &B);
/*----------------------------------------------------------------------------
Inline function definitions.
*/
inline real RadiansFrom(real Degrees)
{
return (Degrees * PI)/r(180);
}
inline real DegreesFrom(real Radians)
{
return (Radians * r(180))/PI;
}
inline vector_2 operator-(vector_2 const &A, vector_2 const &B)
{
return vector_2(A.X-B.X,A.Y-B.Y);
}
inline vector_2 operator+(vector_2 const &A, vector_2 const &B)
{
return vector_2(A.X+B.X,A.Y+B.Y);
}
inline vector_2 operator*(real A, vector_2 const &B)
{
return vector_2(A*B.X,A*B.Y);
}
inline vector_2 operator*(vector_2 const &A, real B)
{
return vector_2(B*A.X,B*A.Y);
}
inline vector_2 operator/(vector_2 const &A, real B)
{
return vector_2(A.X/B,A.Y/B);
}
inline real DotProduct(vector_2 const &A, vector_2 const &B)
{
return A.X*B.X + A.Y*B.Y;
}
inline real PerpDotProduct(vector_2 const &A, vector_2 const &B)
{
return A.X*B.Y - A.Y*B.X;
}
inline vector_2 GetPerpendicular(vector_2 const &A)
{
return vector_2(-A.Y,A.X);
}
inline real GetLength(vector_2 const &A)
{
return r(sqrt(A.X*A.X + A.Y*A.Y));
}
inline vector_2 GetNormal(vector_2 const &A)
{
real OneOverLength = r(1)/GetLength(A);
return vector_2(OneOverLength*A.X,OneOverLength*A.Y);
}
inline vector_2::vector_2(void) : X(r(0)), Y(r(0))
{
}
inline vector_2::vector_2(real X_, real Y_) : X(X_), Y(Y_)
{
}
inline vector_2 &vector_2::operator+=(vector_2 const &A)
{
X += A.X;
Y += A.Y;
return *this;
}
inline vector_2 &vector_2::operator-=(vector_2 const &A)
{
X -= A.X;
Y -= A.Y;
return *this;
}
inline vector_2 operator*(matrix_2x2 const &A, vector_2 const &B)
{
return vector_2(A.aElements[0][0]*B.X + A.aElements[0][1]*B.Y,
A.aElements[1][0]*B.X + A.aElements[1][1]*B.Y);
}
inline matrix_2x2::matrix_2x2(void)
{
aElements[0][0] = aElements[0][1] = aElements[1][0] = aElements[1][1] =r(0);
}
inline matrix_2x2::matrix_2x2(real Radians)
{
real const CosAngle = (real)cos(Radians);
real const SinAngle = (real)sin(Radians);
aElements[0][0] = CosAngle; aElements[0][1] = -SinAngle;
aElements[1][0] = SinAngle; aElements[1][1] = CosAngle;
}
#endif
physics.cpp
/*----------------------------------------------------------------------------
2D Physics Test Program - a cheesy test harness for 2D physics
by Chris Hecker for my Game Developer Magazine articles. See my homepage
for more information.
NOTE: This is a hacked test program, not a nice example of Windows programming.
physics.cpp the only part of this you should look at!!!
This material is Copyright 1997 Chris Hecker, All Rights Reserved.
It's for you to read and learn from, not to put in your own articles
or books or on your website, etc. Thank you.
Chris Hecker
[email protected]
http://www.d6.com/users/checker
*/
/*----------------------------------------------------------------------------
physics.cpp - This file implements the 2D physics simulator.
10/15/96 - checker
*/
#include <assert.h>
#include "physics.h"
#include "iface.h"
/*----------------------------------------------------------------------------
Globals
*/
// weird CodeWarrior bug with global initialization forces me to do this
#define WIDTH 400
#define HEIGHT 400
int WorldWidth = WIDTH;
int WorldHeight = HEIGHT;
simulation_world World(r(WIDTH),r(HEIGHT));
/*----------------------------------------------------------------------------
various forces you can add to the system
@todo need to figure out units here so these numbers mean something
*/
int WorldSpringActive = 0; // spring goes from body 0: vertex 0 to origin
real const Kws = r(30); // Hooke's spring constant
real const Kwd = r(5); // damping constant
vector_2 WorldSpringAnchor(r(0),r(0));
int BodySpringActive = 0; // spring goes from body 0 to body 1
real const Kbs = r(10); // Hooke's spring constant
real const Kbd = r(5); // damping constant
int Body0SpringVertexIndex = 2;
int Body1SpringVertexIndex = 0;
int GravityActive = 0;
vector_2 Gravity(r(0),r(-100));
int DampingActive = 0;
real const Kdl = r(2.5); // linear damping factor
real const Kda = r(1400); // angular damping factor
/*----------------------------------------------------------------------------
Run
*/
void Run(void)
{
static real LastTime = GetTime();
// use a fixed timestep until we implement a better integrator
// real Time = GetTime();
real Time = LastTime + r(0.02);
World.Simulate(Time - LastTime);
World.Render();
LastTime = Time;
}
/*----------------------------------------------------------------------------
Toggles
*/
void ToggleWorldSpring(void)
{
WorldSpringActive = WorldSpringActive ? 0 : 1;
}
void ToggleBodySpring(void)
{
BodySpringActive = BodySpringActive ? 0 : 1;
}
void ToggleGravity(void)
{
GravityActive = GravityActive ? 0 : 1;
}
void ToggleDamping(void)
{
DampingActive = DampingActive ? 0 : 1;
}
/*----------------------------------------------------------------------------
utilities
*/
void InitializeBody(rigid_body &Body, real Density, real Width, real Height,
real CoefficientOfRestitution)
{
real const Mass = Density * Width * Height;
Body.CoefficientOfRestitution = CoefficientOfRestitution;
Body.Width = Width;
Body.Height = Height;
Body.OneOverMass = r(1)/Mass;
// integrate over the body to find the moment of inertia
Body.OneOverCMMomentOfInertia = r(1)/((Mass/r(12)) *
(Width * Width + Height * Height));
// 0-out non-vector quantities
Body.aConfigurations[0].Orientation = r(0);
Body.aConfigurations[0].AngularVelocity = r(0);
Body.aConfigurations[0].Torque = r(0);
}
/*----------------------------------------------------------------------------
simulation_world ctor
*/
simulation_world::simulation_world(real WorldWidth_, real WorldHeight_) :
WorldWidth(WorldWidth_), WorldHeight(WorldHeight_),
SourceConfigurationIndex(0), TargetConfigurationIndex(1)
{
// initialize bodies
real const Density = r(0.01);
InitializeBody(aBodies[0],Density,r(40),r(20),r(1));
InitializeBody(aBodies[1],Density,r(50),r(10),r(1));
aBodies[0].aConfigurations[0].CMVelocity = vector_2(r(40),r(10));
aBodies[0].aConfigurations[0].AngularVelocity = r(PI);
// initialize walls
aWalls[0].Normal = vector_2(r(0),r(-1));
aWalls[0].c = r(WorldHeight/2 - 3);
aWalls[1].Normal = vector_2(r(0),r(1));
aWalls[1].c = r(WorldHeight/2 - 3);
aWalls[2].Normal = vector_2(r(-1),r(0));
aWalls[2].c = r(WorldWidth/2 - 3);
aWalls[3].Normal = vector_2(r(1),r(0));
aWalls[3].c = r(WorldWidth/2 - 3);
aWalls[4].Normal = GetNormal(vector_2(r(0.5),r(1)));
aWalls[4].c = r(WorldWidth/2);
// generate the wall lines
for(int Counter = 0;Counter < NumberOfWalls;Counter++)
{
wall &Wall = aWalls[Counter];
// make a big line in the direction of the wall
vector_2 PointOnWall = -Wall.c * Wall.Normal;
vector_2 v = GetPerpendicular(Wall.Normal);
real t0 = -REAL_MAX;
real t1 = REAL_MAX;
// now clip the line to the walls
for(int WallIndex = 0;WallIndex < NumberOfWalls;WallIndex++)
{
if(WallIndex != Counter)
{
wall &ClipWall = aWalls[WallIndex];
real Denominator = DotProduct(v,ClipWall.Normal);
if(fabs(Denominator) > Epsilon)
{
// not coplanar
real t = - (ClipWall.c +
DotProduct(PointOnWall,ClipWall.Normal))/
Denominator;
if(Denominator > r(0))
{
// the clip wall's clipping the t0 side of line
if(t > t0)
{
t0 = t;
}
}
else
{
// it's clipping the t1 side
if(t < t1)
{
t1 = t;
}
}
}
}
}
// make sure we got clipped
assert((t0 != -REAL_MAX) && (t1 != REAL_MAX));
// but not completely clipped
assert(t0 < t1);
Wall.StartPoint = PointOnWall + t0 * v;
Wall.EndPoint = PointOnWall + t1 * v;
}
// calculate initial box positions
CalculateVertices(0);
}
/*----------------------------------------------------------------------------
simulation_world dtor
*/
simulation_world::~simulation_world(void)
{
}
/*----------------------------------------------------------------------------
Render - render the source configurations
*/
#pragma warning(disable:4244) // float -> int
void simulation_world::Render(void)
{
int Counter;
// draw walls
for(Counter = 0;Counter < NumberOfWalls;Counter++)
{
wall &Wall = aWalls[Counter];
Line(Wall.StartPoint.X,Wall.StartPoint.Y,
Wall.EndPoint.X,Wall.EndPoint.Y);
}
// draw bodies
for(Counter = 0;Counter < NumberOfBodies;Counter++)
{
rigid_body::configuration::bounding_box &Box =
aBodies[Counter].aConfigurations[SourceConfigurationIndex].
BoundingBox;
for(int Edge = 0;Edge < 4;Edge++)
{
int Start = Edge;
int End = (Edge + 1) % 4;
Line(Box.aVertices[Start].X,Box.aVertices[Start].Y,
Box.aVertices[End].X,Box.aVertices[End].Y);
}
}
// draw springs
if(WorldSpringActive)
{
rigid_body::configuration::bounding_box &Box =
aBodies[0].aConfigurations[SourceConfigurationIndex].BoundingBox;
Line(Box.aVertices[0].X,Box.aVertices[0].Y,
WorldSpringAnchor.X,WorldSpringAnchor.Y);
}
if(BodySpringActive)
{
rigid_body::configuration::bounding_box &Box0 =
aBodies[0].aConfigurations[SourceConfigurationIndex].BoundingBox;
rigid_body::configuration::bounding_box &Box1 =
aBodies[1].aConfigurations[SourceConfigurationIndex].BoundingBox;
assert(NumberOfBodies >= 2);
vector_2 P0 = Box0.aVertices[Body0SpringVertexIndex];
vector_2 P1 = Box1.aVertices[Body1SpringVertexIndex];
Line(P0.X,P0.Y,P1.X,P1.Y);
}
// draw gravity vector
if(GravityActive)
{
Line(0,0,0,-30);
Line(0,-30,5,-25);
Line(0,-30,-5,-25);
}
// draw damping symbol
if(DampingActive)
{
Line(-5,0,5,0);
Line(0,-5,0,5);
}
}
#pragma warning(default:4244) // float -> int
/*----------------------------------------------------------------------------
Simulate - Integrate forward DeltaTime seconds.
@todo do I need to store the last simulation time?
*/
void simulation_world::Simulate(real DeltaTime)
{
real CurrentTime = r(0);
real TargetTime = DeltaTime;
while(CurrentTime < DeltaTime)
{
ComputeForces(SourceConfigurationIndex);
Integrate(TargetTime-CurrentTime);
CalculateVertices(TargetConfigurationIndex);
CheckForCollisions(TargetConfigurationIndex);
if(CollisionState == Penetrating)
{
// we simulated too far, so subdivide time and try again
TargetTime = (CurrentTime + TargetTime)/r(2);
// blow up if we aren't moving forward each step, which is
// probably caused by interpenetration at the frame start
assert(fabs(TargetTime - CurrentTime) > Epsilon);
}
else
{
// either colliding or clear
if(CollisionState == Colliding)
{
// @todo handle multiple simultaneous collisions
int Counter = 0;
do
{
ResolveCollisions(TargetConfigurationIndex);
Counter++;
} while((CheckForCollisions(TargetConfigurationIndex) ==
Colliding) && (Counter < 100));
assert(Counter < 100);
}
// we made a successful step, so swap configurations
// to "save" the data for the next step
CurrentTime = TargetTime;
TargetTime = DeltaTime;
SourceConfigurationIndex = SourceConfigurationIndex ? 0 : 1;
TargetConfigurationIndex = TargetConfigurationIndex ? 0 : 1;
}
}
}
/*----------------------------------------------------------------------------
ComputeForces - compute forces for gravity, spring, etc.
*/
void simulation_world::ComputeForces(int ConfigurationIndex)
{
int Counter;
for(Counter = 0;Counter < NumberOfBodies;Counter++)
{
rigid_body &Body = aBodies[Counter];
rigid_body::configuration &Configuration =
Body.aConfigurations[ConfigurationIndex];
// clear forces
Configuration.Torque = r(0);
Configuration.CMForce = vector_2(r(0),r(0));
if(GravityActive)
{
Configuration.CMForce += Gravity/Body.OneOverMass;
}
if(DampingActive)
{
Configuration.CMForce += -Kdl * Configuration.CMVelocity;
Configuration.Torque += -Kda * Configuration.AngularVelocity;
}
}
if(BodySpringActive)
{
rigid_body &Body0 = aBodies[0];
rigid_body::configuration &Configuration0 =
Body0.aConfigurations[ConfigurationIndex];
rigid_body::configuration::bounding_box &Box0 =
Configuration0.BoundingBox;
vector_2 Position0 = Box0.aVertices[Body0SpringVertexIndex];
vector_2 U0 = Position0 - Configuration0.CMPosition;
vector_2 VU0 = Configuration0.CMVelocity +
Configuration0.AngularVelocity * GetPerpendicular(U0);
rigid_body &Body1 = aBodies[1];
rigid_body::configuration &Configuration1 =
Body1.aConfigurations[ConfigurationIndex];
rigid_body::configuration::bounding_box &Box1 =
Configuration1.BoundingBox;
vector_2 Position1 = Box1.aVertices[Body1SpringVertexIndex];
vector_2 U1 = Position1 - Configuration1.CMPosition;
vector_2 VU1 = Configuration1.CMVelocity +
Configuration1.AngularVelocity * GetPerpendicular(U1);
// spring goes from 0 to 1
vector_2 SpringVector = Position1 - Position0;
vector_2 Spring = -Kbs * SpringVector;
vector_2 RelativeVelocity = VU1 - VU0;
// project velocity onto spring to get damping vector
// this is basically a Gram-Schmidt projection
vector_2 DampingForce =
-Kbd * (DotProduct(RelativeVelocity,SpringVector)/
DotProduct(SpringVector,SpringVector)) * SpringVector;
Spring += DampingForce;
Configuration0.CMForce -= Spring;
Configuration0.Torque -= PerpDotProduct(U0,Spring);
Configuration1.CMForce += Spring;
Configuration1.Torque += PerpDotProduct(U1,Spring);
}
if(WorldSpringActive)
{
// apply spring to body 0's vertex 0 to anchor
rigid_body &Body = aBodies[0];
rigid_body::configuration &Configuration =
Body.aConfigurations[ConfigurationIndex];
rigid_body::configuration::bounding_box &Box =
Configuration.BoundingBox;
vector_2 Position = Box.aVertices[0];
vector_2 U = Position - Configuration.CMPosition;
vector_2 VU = Configuration.CMVelocity +
Configuration.AngularVelocity * GetPerpendicular(U);
vector_2 Spring = -Kws * (Position - WorldSpringAnchor);
// project velocity onto spring to get damping vector
// this is basically a Gram-Schmidt projection
vector_2 DampingForce =
-Kwd * (DotProduct(VU,Spring)/DotProduct(Spring,Spring)) * Spring;
Spring += DampingForce;
Configuration.CMForce += Spring;
Configuration.Torque += PerpDotProduct(U,Spring);
}
}
/*----------------------------------------------------------------------------
CalculateVertices - figure out the body vertices from the configuration
@todo should't this be in the body?
*/
void simulation_world::CalculateVertices(int ConfigurationIndex)
{
int Counter;
for(Counter = 0;Counter < NumberOfBodies;Counter++)
{
matrix_2x2 const Rotation(
aBodies[Counter].aConfigurations[ConfigurationIndex].
Orientation);
vector_2 const Position =
aBodies[Counter].aConfigurations[ConfigurationIndex].
CMPosition;
rigid_body::configuration::bounding_box &Box =
aBodies[Counter].aConfigurations[ConfigurationIndex].BoundingBox;
real const Width = aBodies[Counter].Width/2.0f;
real const Height = aBodies[Counter].Height/2.0f;
Box.aVertices[0] = Position + Rotation * vector_2(Width, Height);
Box.aVertices[1] = Position + Rotation * vector_2(Width,-Height);
Box.aVertices[2] = Position + Rotation * vector_2(-Width,-Height);
Box.aVertices[3] = Position + Rotation * vector_2(-Width, Height);
}
}
/*----------------------------------------------------------------------------
Integrate - integrate the rigid body configurations forward in time from
source config to target config
@todo calculate initial derivatives _once_
@todo use something better than Euler's method
*/
void simulation_world::Integrate(real DeltaTime)
{
int Counter;
for(Counter = 0;Counter < NumberOfBodies;Counter++)
{
rigid_body::configuration &Source =
aBodies[Counter].aConfigurations[SourceConfigurationIndex];
rigid_body::configuration &Target =
aBodies[Counter].aConfigurations[TargetConfigurationIndex];
Target.CMPosition = Source.CMPosition +
DeltaTime * Source.CMVelocity;
Target.Orientation = Source.Orientation +
DeltaTime * Source.AngularVelocity;
Target.CMVelocity = Source.CMVelocity +
(DeltaTime * aBodies[Counter].OneOverMass) * Source.CMForce;
Target.AngularVelocity = Source.AngularVelocity +
(DeltaTime * aBodies[Counter].OneOverCMMomentOfInertia) *
Source.Torque;
}
}
/*----------------------------------------------------------------------------
CheckForCollisions - test the current configuration for collisions
@todo handle multiple simultaneous collisions
*/
simulation_world::collision_state
simulation_world::CheckForCollisions(int ConfigurationIndex)
{
// be optimistic!
CollisionState = Clear;
float const DepthEpsilon = 1.0f;
real const HalfWidth = WorldWidth/2.0f;
real const HalfHeight = WorldHeight/2.0f;
for(int Body = 0;(Body < NumberOfBodies) &&
(CollisionState != Penetrating);Body++)
{
// @todo active configuration number?!?!?
rigid_body::configuration &Configuration =
aBodies[Body].aConfigurations[ConfigurationIndex];
rigid_body::configuration::bounding_box &Box =
Configuration.BoundingBox;
for(int Counter = 0;(Counter < 4) &&
(CollisionState != Penetrating);Counter++)
{
vector_2 Position = Box.aVertices[Counter];
vector_2 CMToCornerPerp =
GetPerpendicular(Position - Configuration.CMPosition);
vector_2 Velocity = Configuration.CMVelocity +
Configuration.AngularVelocity * CMToCornerPerp;
for(int WallIndex = 0;(WallIndex < NumberOfWalls) &&
(CollisionState != Penetrating);WallIndex++)
{
wall &Wall = aWalls[WallIndex];
real axbyc = DotProduct(Position,Wall.Normal) + Wall.c;
if(axbyc < -DepthEpsilon)
{
CollisionState = Penetrating;
}
else
if(axbyc < DepthEpsilon)
{
real RelativeVelocity = DotProduct(Wall.Normal,Velocity);
if(RelativeVelocity < r(0))
{
CollisionState = Colliding;
CollisionNormal = Wall.Normal;
CollidingCornerIndex = Counter;
CollidingBodyIndex = Body;
}
}
}
}
}
return CollisionState;
}
/*----------------------------------------------------------------------------
ResolveCollisions - calculate collision impulses
@todo handle multiple simultaneous collisions
*/
void simulation_world::ResolveCollisions(int ConfigurationIndex)
{
rigid_body &Body = aBodies[CollidingBodyIndex];
rigid_body::configuration &Configuration =
Body.aConfigurations[ConfigurationIndex];
vector_2 Position =
Configuration.BoundingBox.aVertices[CollidingCornerIndex];
vector_2 CMToCornerPerp = GetPerpendicular(Position -
Configuration.CMPosition);
vector_2 Velocity = Configuration.CMVelocity +
Configuration.AngularVelocity * CMToCornerPerp;
real ImpulseNumerator = -(r(1) + Body.CoefficientOfRestitution) *
DotProduct(Velocity,CollisionNormal);
float PerpDot = DotProduct(CMToCornerPerp,CollisionNormal);
real ImpulseDenominator = Body.OneOverMass +
Body.OneOverCMMomentOfInertia * PerpDot * PerpDot;
real Impulse = ImpulseNumerator/ImpulseDenominator;
Configuration.CMVelocity += Impulse * Body.OneOverMass * CollisionNormal;
Configuration.AngularVelocity +=
Impulse * Body.OneOverCMMomentOfInertia * PerpDot;
}
嗨。不幸的是,这不是SO的工作原理。请花一些时间阅读[问]。编辑您的问题,并在问题中发布错误和相关代码,而不是外部链接。此处没有人会下载并查看一些随机zip文件。抱歉。 – OldProgrammer
此外,后文没有图像。不是每个人都拥有屏幕分辨率,图像中的文字不能很好地扩展。 –