Hello,
In a program that I am writing, there is a plane with rectangular
objects on it. The user can drag these objects with the mouse,
resulting in a spring attaching the mouse pointer to the dragged
object and the object moving accordingly.
Now, I've got translational movement working pretty perfect, but I
just cannot seem to figure out angular movement.
I could wait for next semester (taking physics and differential
equations), but I want the program working ASAP (it's pretty urgent
for me), so I'd rather complete it now.
A few DAYS of googling gave a lot of results on the 3D case, which I
just can't grasp (due to missing physics AND math) and can't find
anybody who'd be willing to reduce it to the 2D case for me. I also
found a lot of open source code that does it, but nothing both 2D and
with angular movement.
Here are a few google results that might help anyone with physics and
math background remember the solution quickly:
http://www.euclideanspace.com/threed/games/options/timestep/index.htm
http://www.gaffer.org/game-physics/physics-in-3d
http://www.euclideanspace.com/physics/kinematics/angularvelocity/
I will be very thankful to any wiling to point me at a solution
(preferably pseudo-code since I'm very tired of this problem and it's
the best way to communicate the solution, but I will respect a reply
that thinks that would be too lazy of me and just point me at the
solution).
SonOfLilit
PS I'm currently using Euler integration because I'm prototyping but
the code is written so that it would be very simple to implement RK4,
if I find Euler not accurate enough - but I won't optimize early.


|