Relative gravity

扶醉桌前 提交于 2019-12-04 03:20:41
Max

Gravity in bulletphysics is one direction for all objects.

You should set gravity to 0 like you did and apply force too all objects after every simulation step using following formula

F = m * a

F - force
m - objects mass
a - acceleration 

regular acceleration on earth is g == 9.8

In space acceleration may every depend on distance from planet or planets.

If you like to simulate game like Angry Birds Space then you should consider reading article about gravity in that game http://www.wired.com/wiredscience/2012/03/the-gravitational-force-in-angry-birds-space/

The law of gravitation says F = G (m1 * m2) / r^2 where m1 and m2 are the masses of the two bodies, and r is the distance. G is the gravitational constant.

Newton's second law says F = m * a, so if we put them together, the body with mass m1 would experience an acceleration of a = G * m2 / r^2 from gravitational pull from the body with mass m2.

Now, what you would have to do is: In each step of the simulation, for each body, sum up the as for each other body and apply that acceleration to the body's velocity.

a(body1) = G * sum[ mass(body2) / dist(body1, body2)^2 , for each body2 ]

If you want stable system, don't use simulated physics. (But if system have enough significant bodies, noone knows how it should behave, so it does not matter).

For things like solar system, I would use kinematic mode for planets (move them yourself) and for ships, asteroids etc. use forces. (Unless you make biliard in solar system)

易学教程内所有资源均来自网络或用户发布的内容,如有违反法律规定的内容欢迎反馈
该文章没有解决你所遇到的问题?点击提问,说说你的问题,让更多的人一起探讨吧!