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Game Physics Cookbook

You're reading from  Game Physics Cookbook

Product type Book
Published in Mar 2017
Publisher Packt
ISBN-13 9781787123663
Pages 480 pages
Edition 1st Edition
Languages
Concepts
Author (1):
Gabor Szauer Gabor Szauer
Profile icon Gabor Szauer

Table of Contents (27) Chapters

Game Physics Cookbook
Credits
About the Author
Acknowledgements
About the Reviewer
Acknowledgements
www.PacktPub.com
Customer Feedback
Preface
1. Vectors 2. Matrices 3. Matrix Transformations 4. 2D Primitive Shapes 5. 2D Collisions 6. 2D Optimizations 7. 3D Primitive Shapes 8. 3D Point Tests 9. 3D Shape Intersections 10. 3D Line Intersections 11. Triangles and Meshes 12. Models and Scenes 13. Camera and Frustum 14. Constraint Solving 15. Manifolds and Impulses 16. Springs and Joints Advanced Topics Index

Particle Modifications


In this chapter, we will attach particles to springs to create a point mass system. A point mass system contains a number of points that have mass, but not volume. A particle fits this description perfectly. However, as it is, the Particle class does not expose all the functions that we need to achieve this. In order to develop the point mass system, we need to make a few modifications to the Particle class we developed in Chapter 14, Constraint Solving.

Getting ready

In this section, we will make several modifications to the public API of the Particle class. We will introduce setter functions for the mass and friction of particles. We will also introduce getter functions for the velocity and inverse mass of particles. Finally, we will implement a function to add an impulse to particles.

How to do it…

Follow the given steps to prepare the particle class to be used with springs:

  1. Declare the new methods that we will be adding to the Particle class in Particle.h:

    void AddImpulse...
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