I'm building a small physics engine that launches a projectile with a given velocity, gravity velocity and time interval, and tracks and displays the velocity/position vectors at each time interval.
At the moment, when I run my program, my y coordinates update fine. However my x and z coordinates act the same, and I'm pretty sure my z coordinate calculations are incorrect. (But I could be wrong)
This issue is the same for both position and velocity vectors on the x and z axis.
Here's my code:
include <iostream>
using namespace std;
struct velocityVector {
float vx = 10.0;
float vy = 14.14;
float vz = 10.0;
};
struct gravityVector {
float gx = 0.0;
float gy = -9.81;
float gz = 0.0;
};
struct positionVector {
float px = 0;
float py = 0;
float pz = 0;
};
int main() {
float deltaT = 0.01;
positionVector posAccess; // object for positionVectors
gravityVector gravAccess; // object for gravityVectors
velocityVector velAccess; // object for velocityVectors
while (deltaT < 1) {
deltaT += 0.01; // increment deltaT
cout << "Velocity vector = ";
// Display Velocity x,y,z
cout << velAccess.vx << " ";
cout << velAccess.vy << " ";
cout << velAccess.vz << " ";
cout << '\n';
cout << "Position vector = ";
// Display Position x,y,z
cout << posAccess.px << " ";
cout << posAccess.py << " ";
cout << posAccess.pz << " ";
cout << '\n' << endl;
// Update Velocity
velAccess.vx += deltaT * gravAccess.gx;
velAccess.vy += deltaT * gravAccess.gy;
velAccess.vz += deltaT * gravAccess.gz;
// Update Position
posAccess.px += deltaT * velAccess.vx;
posAccess.py += deltaT * velAccess.vy;
posAccess.pz += deltaT * velAccess.vz;
getchar(); // so I can go through each interval manually
}
}
If it helps. Here's my task:
A trajectory in 3D for a projectile that has a launch velocity vector of (10.0,14.14,- 10.0). Time step = 0.01 seconds. The gravity vector is (0.0, -9.81, 0.0).
Show the position vectors and velocity vectors on a console for demonstration purposes.