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Simple test to confirm GMod's inertia unit (it's kg*m^2)
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if SERVER then | |
util.AddNetworkString("TorqueTest") | |
util.AddNetworkString("TorqueTestEntity") | |
local ply = me --If you aren't running this with luapad set this to your player entity | |
local e = ents.Create("prop_physics") | |
e:SetModel("models/props_junk/wood_crate001a.mdl") | |
e:SetPos(ply:GetPos() + Vector( 0, 0, 100 )) | |
e:Spawn() | |
e:SetCollisionGroup(COLLISION_GROUP_WORLD) | |
if CPPI then e:CPPISetOwner(ply) end | |
local phys = e:GetPhysicsObject() | |
phys:EnableDrag(false) | |
phys:EnableGravity(false) | |
phys:SetMass(500) | |
local inertia = phys:GetInertia().z | |
local lastAngVel = 0 | |
hook.Add("Think", "TorqueTestThink", function() | |
if not IsValid(e) or not e:IsValid() then | |
hook.Remove("Think", "TorqueTestThink") | |
return | |
end | |
--39.3701 = 1 meter in units | |
--Force applied is a total of 10 newtons at a distance of 1 meter from the center of the entity | |
--Rotation is around the Z axis | |
phys:ApplyForceOffset(phys:LocalToWorldVector(Vector(0, 1, 0)) * 5 * 39.3701 * FrameTime(), e:LocalToWorld(Vector(39.3701, 0, 0))) | |
phys:ApplyForceOffset(phys:LocalToWorldVector(Vector(0, -1, 0)) * 5 * 39.3701 * FrameTime(), e:LocalToWorld(Vector(-39.3701, 0, 0))) | |
local angVel = phys:GetAngleVelocity().z / 57.2958 --Convert to rad/sec | |
local angAccel = (angVel - lastAngVel) / FrameTime() | |
lastAngVel = angVel | |
--Torque (Nm) = Inertia (kg*m^2) * AngularAcceleration (rad/s^2) | |
--https://www.softschools.com/formulas/physics/torque_formula/59/ | |
local torque = math.abs(inertia * angAccel) | |
net.Start("TorqueTest") | |
net.WriteFloat(math.abs(angVel)) | |
net.WriteFloat(math.abs(angAccel)) | |
net.WriteFloat(math.abs(torque)) | |
net.Broadcast() | |
end) | |
timer.Simple(0.1, function() | |
net.Start("TorqueTestEntity") | |
net.WriteEntity(e) | |
net.Broadcast() | |
end) | |
undo.Create("prop") | |
undo.AddEntity(e) | |
undo.SetPlayer(ply) | |
undo.Finish() | |
else | |
local e | |
local angVel = 0 | |
local angAccel = 0 | |
local torque = 0 | |
net.Receive("TorqueTest", function() | |
angVel = net.ReadFloat() | |
angAccel = net.ReadFloat() | |
torque = net.ReadFloat() | |
end) | |
net.Receive("TorqueTestEntity", function() | |
e = net.ReadEntity() | |
hook.Add("HUDPaint", "TorqueTestHud", function() | |
if not e or not e:IsValid() then | |
hook.Remove("HUDPaint", "TorqueTestHud") | |
return | |
end | |
draw.SimpleText("AngVel: " .. math.Round(angVel, 2) .. " rad/s", "DermaLarge", 32, ScrH() / 2, Color(255, 255, 255, 255), TEXT_ALIGN_LEFT, TEXT_ALIGN_CENTER) | |
draw.SimpleText("AngAccel: " .. math.Round(angAccel, 2) .. " rad/s/s", "DermaLarge", 32, ScrH() / 2 + 32, Color(255, 255, 255, 255), TEXT_ALIGN_LEFT, TEXT_ALIGN_CENTER) | |
draw.SimpleText("Torque: " .. math.Round(torque, 2) .. " Nm / " .. math.Round(torque * 0.737562, 2) .. " ft-lbs", "DermaLarge", 32, ScrH() / 2 + 64, Color(255, 255, 255, 255), TEXT_ALIGN_LEFT, TEXT_ALIGN_CENTER) | |
end) | |
end) | |
end |
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