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Re: Apply Force Relative To Rotation?
Posted: Mon Apr 20, 2009 5:36 am
by bartbes
Not 2, most (if not all) keyboards I encountered were able to do at least 3 keys at the same time. (how else would you do ctrl+alt+del, all the windows users need this)
Re: Apply Force Relative To Rotation?
Posted: Thu Jun 25, 2009 9:46 am
by stevec64
Alex wrote:Do not use applyForce() or applyImpulse(). They are broken hard. I've reported the bug and sent a patch, but until it goes through, use setVelocity(). It is not broken, and it's possible to model acceleration and jerk using only setVelocity and the time increment.
I just hit this bug recently also... spent a while trying to figure out where unwanted torque was coming from. For the purposes of those who want to make a local fix to their source (I couldn't find Alex's patch on the Tracker):
The offending code is in box2d\Body.cpp. Make the following changes:
Code: Select all
void Body::applyImpulse(float jx, float jy)
{
body->ApplyImpulse(b2Vec2(jx, jy), body->GetWorldCenter());
}
void Body::applyImpulse(float jx, float jy, float rx, float ry)
{
body->ApplyImpulse(b2Vec2(jx, jy), b2Vec2(rx, ry));
}
void Body::applyTorque(float t)
{
body->ApplyTorque(t);
}
void Body::applyForce(float fx, float fy, float rx, float ry)
{
body->ApplyForce(b2Vec2(fx, fy), b2Vec2(rx, ry));
}
void Body::applyForce(float fx, float fy)
{
body->ApplyForce(b2Vec2(fx, fy), body->GetWorldCenter());
}
This seemed to fix the issues I had at least, so happily applying forces and impulses now getting the behavior I expect.
Steve
Re: Apply Force Relative To Rotation?
Posted: Fri Sep 04, 2009 7:54 pm
by LagMasterSam
Alex wrote:Do not use applyForce() or applyImpulse(). They are broken hard. I've reported the bug and sent a patch, but until it goes through, use setVelocity(). It is not broken, and it's possible to model acceleration and jerk using only setVelocity and the time increment.
Aside from that, lejeaunerenard is right. Derive your new x and y using the amount of force you want to apply (R) and the the angle that the object is rotated (theta):
Code: Select all
vx, vy = object:getVelocity()
newX, newY = R*math.cos(theta), R*math.sin(theta)
object:setVelocity(newX + vx, newY + vy)
I've tried using your code. However, my object almost immediately reaches a slow maximum speed, no matter how large I make R.
Re: Apply Force Relative To Rotation?
Posted: Mon Aug 05, 2024 7:41 am
by Manny73211
I tried this in 11.5 and it doesn't really work how i want it to. basically, it moves right instead of forwards. i do not understand the code so idk how to fix it. Here's the code:
Code: Select all
function love.load()
wf = require "libraries/windfield"
world = wf.newWorld(0, 0)
love.graphics.setDefaultFilter("nearest", "nearest")
p = {
x = love.graphics.getWidth()/2,
y = love.graphics.getHeight()/2,
sprite = love.graphics.newImage("gfx/ArrowGuy.png"),
rot = 0
}
p.collider = world:newRectangleCollider(p.x-40, p.y-40, p.sprite:getWidth()*5, (p.sprite:getHeight()-2)*5)
p.collider:setAngularDamping(2)
p.collider:setLinearDamping(1)
end
function love.update(dt)
if love.keyboard.isDown("up") then
p.collider:applyLinearImpulse(100*math.cos(p.collider:getAngle()),100*math.sin(p.collider:getAngle()))
end
if love.keyboard.isDown("left") then
p.collider:applyAngularImpulse(-1000)
end
if love.keyboard.isDown("right") then
p.collider:applyAngularImpulse(1000)
end
p.x = p.collider:getX()
p.y = p.collider:getY()
world:update(dt)
p.rot = p.collider:getAngle()
end
function love.draw()
--player
love.graphics.draw(p.sprite, p.x, p.y, p.rot, 5, 5, 8, 8)
--hitboxes
world:draw()
end
Re: Apply Force Relative To Rotation?
Posted: Mon Aug 05, 2024 12:04 pm
by dusoft
Manny73211 wrote: ↑Mon Aug 05, 2024 7:41 am
I tried this in 11.5 and it doesn't really work how i want it to. basically, it moves right instead of forwards. i do not understand the code so idk how to fix it. Here's the code:
Code: Select all
function love.load()
wf = require "libraries/windfield"
world = wf.newWorld(0, 0)
love.graphics.setDefaultFilter("nearest", "nearest")
p = {
x = love.graphics.getWidth()/2,
y = love.graphics.getHeight()/2,
sprite = love.graphics.newImage("gfx/ArrowGuy.png"),
rot = 0
}
p.collider = world:newRectangleCollider(p.x-40, p.y-40, p.sprite:getWidth()*5, (p.sprite:getHeight()-2)*5)
p.collider:setAngularDamping(2)
p.collider:setLinearDamping(1)
end
function love.update(dt)
if love.keyboard.isDown("up") then
p.collider:applyLinearImpulse(100*math.cos(p.collider:getAngle()),100*math.sin(p.collider:getAngle()))
end
if love.keyboard.isDown("left") then
p.collider:applyAngularImpulse(-1000)
end
if love.keyboard.isDown("right") then
p.collider:applyAngularImpulse(1000)
end
p.x = p.collider:getX()
p.y = p.collider:getY()
world:update(dt)
p.rot = p.collider:getAngle()
end
function love.draw()
--player
love.graphics.draw(p.sprite, p.x, p.y, p.rot, 5, 5, 8, 8)
--hitboxes
world:draw()
end
Please, don't bump old threads, but rather create a new one.
You need to apply -math.rad(90), i.e. negative 90 degree angle to your calculations, if you assume your body is facing north / top.