Vphysics & Qphysics: Difference between revisions
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=== Basic Concepts === | === Basic Concepts === | ||
* '''Linear Force''' affects the $origin (position) of the object in the World | * '''Linear Force''' affects the $origin (position) of the object in the World (induces ''Translational Motion''). | ||
** '''[http://en.wikipedia.org/wiki/Force Push]''' attempts to increase the distance between the objects: eg Collisions, Gravgun Attack1, Explosion, etc. | ** '''[http://en.wikipedia.org/wiki/Force Push]''' attempts to increase the distance between the objects: eg Collisions, Gravgun Attack1, Explosion, Wind, etc. | ||
** '''[http://en.wikipedia.org/wiki/Force Pull]''' attempts to decrease the distance between the objects: eg Constraints, Gravgun Attack2, Gravity, etc. | ** '''[http://en.wikipedia.org/wiki/Force Pull]''' attempts to decrease the distance between the objects: eg Constraints, Gravgun Attack2, Gravity, etc. | ||
* '''Angular Force''' affects the $angles (orientation) of the object in the World | * '''Angular Force''' affects the $angles (orientation) of the object in the World (induces ''Rotational Motion''). | ||
** '''[http://en.wikipedia.org/wiki/Torque Torque]''' attempts to | ** '''[http://en.wikipedia.org/wiki/Torque Torque]''' attempts to rotate or spin the object about its own Center of Mass: eg Angular Deflection, Stability, [[func_rotating]], [[phys_motor]], [[point_viewcontrol]] | ||
<!-- | <!-- | ||
== | egs ? | ||
* [[func_door]] = Qpush | |||
* [[func_door_rotating]] = Qtorque ? | |||
* [[phys_thruster]] = Vpush (and Vtorque) | |||
* [[phys_motor]] = Vtorque | |||
--> | |||
* '''Mass''' of an object is its ''[http://en.wikipedia.org/wiki/Mass#Inertial_mass Inertial Mass]]'' ie its resistance to acceleration. | |||
*: Mass appears to have negligible affect on Torque, but Center of Mass is very important. | |||
*: world constant : Water = 1kg/litre = 1kg/ | |||
* '''Velocity''' | |||
** '''[http://en.wikipedia.org/wiki/Gravity#Equations_for_a_falling_body Gravity]''' = acceleration = 9.81 m/sec<sup>2</sup> (= 32 ft/sec<sup>2</sup> = 21.9 mph/sec) | |||
** '''[http://en.wikipedia.org/wiki/Sliding_friction Sliding Friction]''' at the object's surface(s). Pressure (eg weight) * Friction Coefficient: | |||
*: Friction Coefficient is specific to each combination of surfaces; eg Rubber & Wood, Metal & Wood, Rubber & Metal, Rubber & Rubber, ... look-up table in Materials System ? | |||
*: Surface area is not a factor because total pressure is distributed over whatever contact area, | |||
** '''[http://en.wikipedia.org/wiki/Drag_%28physics%29 Fluid Friction]''', eg Aerodynamics, Hydrodynamics, etc is simply represented by the entity's "max speed" for flying, running, swimming, falling, etc. | |||
*: Air Density = 0, Friction = 0 (negligible) : [http://en.wikipedia.org/wiki/Terminal_velocity Terminal Velocity] = worldconstant = 3500 units/sec (66.7 m/s) | |||
*: Water Density = 1 kg/l, Friction = ? | |||
<!-- | |||
* | * World Forces | ||
:* Solidity = surface [[CollisionProperty]] = [[boolean]] | |||
* | :: Solidity is a static push force; it resists movement towards. ? | ||
:: Constraint is a static pull force; it resists movement away. ? | |||
:: | |||
--> | |||
Revision as of 08:31, 18 April 2008
Basic Concepts
- Linear Force affects the $origin (position) of the object in the World (induces Translational Motion).
- Angular Force affects the $angles (orientation) of the object in the World (induces Rotational Motion).
- Torque attempts to rotate or spin the object about its own Center of Mass: eg Angular Deflection, Stability, func_rotating, phys_motor, point_viewcontrol
- Mass of an object is its Inertial Mass] ie its resistance to acceleration.
- Mass appears to have negligible affect on Torque, but Center of Mass is very important.
- world constant : Water = 1kg/litre = 1kg/
- Velocity
- Gravity = acceleration = 9.81 m/sec2 (= 32 ft/sec2 = 21.9 mph/sec)
- Sliding Friction at the object's surface(s). Pressure (eg weight) * Friction Coefficient:
- Friction Coefficient is specific to each combination of surfaces; eg Rubber & Wood, Metal & Wood, Rubber & Metal, Rubber & Rubber, ... look-up table in Materials System ?
- Surface area is not a factor because total pressure is distributed over whatever contact area,
- Fluid Friction, eg Aerodynamics, Hydrodynamics, etc is simply represented by the entity's "max speed" for flying, running, swimming, falling, etc.
- Air Density = 0, Friction = 0 (negligible) : Terminal Velocity = worldconstant = 3500 units/sec (66.7 m/s)
- Water Density = 1 kg/l, Friction = ?