I've started using jMonkey engine recently, which is very nice. But I got stuck trying to implement relative gravity.
I want to make planets orbiting around each other (not necessarily in perfectly circular orbit, depends on velocity). So every object should affect other objects.
What I have right now:
turning off global gravity
bulletAppState.getPhysicsSpace().setGravity(Vector3f.ZERO);
initializing spheres and adding to physics space
Sphere sphere = new Sphere(50, 50, 5);
Geometry sun = new Geometry("Sun", sphere);
sun.setMaterial(stone_mat);
rootNode.attachChild(sun);
sun.setLocalTranslation(0, 0, 0);
sunPhysics = new RigidBodyControl((float) (50*Math.pow(10, 5)));
sun.addControl(sunPhysics);
bulletAppState.getPhysicsSpace().add(sunPhysics);
Geometry mercury = new Geometry("Mercury", sphere);
mercury.setMaterial(stone_mat);
rootNode.attachChild(mercury);
mercury.setLocalTranslation(15f, 0, 0);
mercuryPhysics = new RigidBodyControl((float) (5));
mercury.addControl(mercuryPhysics);
bulletAppState.getPhysicsSpace().add(mercuryPhysics);
I noticed that there is method setGravity in RigidBodyControl class, but it just sets the direction. So object goes that way until it disappears.
I am really looking forward for answers.
Density is the specific property of matter and it uses the ratio of mass to the volume of matter. On the other hand, specific gravity or relative density is the measurement of density with respect to a density of pure water.
Because water at 4 degrees Celsius is the standard scientists use to determine specific gravity, it follows that its specific gravity is 1.
Density is the property of matter represented by a ratio of mass to a unit volume of matter. Specific gravity which is also called relative density is a measure of density with respect to the density of pure water. There are many properties of water, such as conductivity of water and many more.
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 a
s 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 ]
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