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Index
Cover Title Copyright Dedication Contents at a Glance Contents About the Authors About the Technical Reviewer About the Cover Image Artist Acknowledgments Preface
What this book will (and won't) teach you Overview of this book Source code and examples
Part I: The Basics
Chapter 1: Introduction to Physics Programming
Why model real physics?
Creating realistic animation effects Creating realistic games Building simulations and models Generating art from code Can't I just use a physics engine?
What is physics?
Everything behaves according to the laws of physics The laws can be written as math equations Predicting motion
Programming physics
The difference between animation and simulation The laws of physics are simple Hence, they can be readily coded up! The four steps for programming physics
A simple example
A bouncing ball: the physics Coding up a bouncing ball in 2D
Summary
Chapter 2: Selected ActionScript 3.0 Topics
ActionScript 3.0 classes
Classes and objects Structure of an AS3.0 class Functions, methods and constructors Properties Static methods and properties Inheritance
ActionScript 3.0 language basics
Variables and constants Data types Operators Math Logic Loops
Events in ActionScript 3.0
Event listeners and handlers Events and user interaction Drag and drop
The Flash coordinate system
2D coordinates 3D in Flash
The Flash drawing API
Drawing lines and curves Creating fills and gradients Example: Bouncing ball in a box
Producing animation using code
Using the built-in frame stepping as a clock Using the Timer class Using getTimer() to compute elapsed time Precalculating motion
Collision detection
Using the hitTestObject() method Using the hitTestPoint() method Distance-based collision detection Advanced collision detection
Summary
Chapter 3: Some Math Background
Coordinates and simple graphs
Building a plotter: the Graph class Plotting functions using the Graph class Straight lines Polynomial curves Things that grow and decay: exponential and log functions Making an object move along a curve Distance between two points
Basic trigonometry
Degrees and radians The sine function The cosine function The tangent function The inverse trig functions Using trig functions for animation
Vectors and basic vector algebra
What are vectors? Vectors and scalars Adding and subtracting vectors Resolving vectors: vector components Multiplying vectors: Scalar or dot product Multiplying vectors: Vector or cross product Building a Vector class with vector algebra
Simple calculus ideas
Slope of a line: gradient Rates of change: derivatives Doing sums: integrals
Summary
Chapter 4: Basic Physics Concepts
General physics concepts and notation
Physical quantities and units Scientific notation
Things: particles and other objects in physics
What is a particle? Particle properties Building a Particle class Moving particles: the Mover class Extending the Particle class
Describing motion: kinematics
Concepts: displacement, velocity, speed, acceleration Combining vector quantities Describing motion using graphs Equations of motion for uniform acceleration Applying the equations to projectile motion More motion-related concepts: inertia, mass, and momentum
Predicting motion: forces and dynamics
The cause of motion: forces The relationship between force, mass, and acceleration Types of forces Combining forces: force diagrams and resultant force Forces in equilibrium An example: object falling under gravity and drag
Energy concepts
The notion of work in physics The capacity to do work: energy Energy transfer, conversion, and conservation Potential and kinetic energy Power Example: a rudimentary “car” simulation
Summary
Part II: Particles, Forces, and Motion
Chapter 5: The Laws Governing Motion
Newton’s laws of motion
Newton’s first law of motion (N1) Newton’s second law of motion (N2) Newton’s third law of motion (N3)
Applying Newton’s laws
General method for applying F = ma The Forcer class The Forces class A simple example: projectile with drag A more complicated example: floating ball
Newton’s second law as a differential equation
Taking a deeper look at F = ma An example: Fall under gravity and drag revisited
The principle of energy conservation
Conservation of mechanical energy An example: Energy changes in a projectile
The principle of momentum conservation
Example: 1D elastic collision between two particles
Laws governing rotational motion Summary
Chapter 6: Gravity, Orbits, and Rockets
Gravity
Gravity, weight, and mass Newton’s universal law of gravitation Creating the gravity function
Orbits
Orbiter class Escape velocity Two-body motion
Local gravity
The force of gravity near the Earth’s surface Variation of gravity with height Gravity on other celestial bodies
Rockets
It is rocket science! Modeling the thrust of a rocket Building a rocket simulation
Summary
Chapter 7: Contact and Fluid Forces
Contact forces
Normal contact forces Tension and compression Friction Example: Sliding down a slope
Pressure
The meaning of pressure Density Variation of pressure with depth in a fluid Static and dynamic pressure
Upthrust (buoyancy)
Archimedes's Principle Apparent weight Submerged objects Floating objects Example: Balloon
Drag
Drag law for low velocities Drag law for high velocities Which drag law should I use? Adding drag to the balloon simulation Example: Floating ball Terminal velocity Example: Parachute
Lift
Lift coefficients Example: An airplane
Wind and turbulence
Force due to the wind Wind and drag Steady and turbulent flow Example: Air bubbles in a steady wind Modeling turbulence
Summary
Chapter 8: Restoring Forces: Springs and Oscillations
Springs and oscillations: Basic concepts
Spring-like motion Restoring force, damping, and forcing Hooke’s law
Free oscillations
The spring force function Creating a basic oscillator Simple harmonic motion Oscillations and numerical accuracy
Damped oscillations
Damping force The effect of damping on oscillations Analytical solutions for oscillations with damping
Forced oscillations
Driving forces Example: A periodic driving force Example: A random driving force Gravity as a driving force: bungee jumping Example: Driving force by user interaction
Coupled oscillators: Multiple springs and objects
Example: A chain of objects connected by springs
Summary
Chapter 9: Centripetal Forces: Rotational Motion
Kinematics of uniform circular motion
Angular displacement Angular velocity Angular acceleration Period, frequency, and angular velocity Relation between angular velocity and linear velocity Example: A rolling wheel Particles with spin Example: Satellite around a rotating Earth
Centripetal acceleration and centripetal force
Centripetal acceleration Centripetal acceleration, velocity and angular velocity Centripetal force Common misconceptions about centripetal force Example: Revisiting the satellite animation Example: Circular orbits with gravitational force Example: Car moving around a bend
Non-uniform circular motion
Tangential force and acceleration Example: A simple pendulum
Summary
Chapter 10: Long-Range Forces
Particle interactions and force fields
Interaction at a distance From particle interactions to force fields
Newtonian gravitation
Gravitational field due to a particle Gravity with multiple orbiters Gravity with multiple attractors Particle trajectories in a gravity field Building a simple black hole game
Electrostatic force
Electric charge Coulomb's law of electrostatics Charged particle attraction and repulsion Electric fields
Electromagnetic force
Magnetic fields and forces The Lorentz force law
Other force laws
Central forces Gravity with a spring force law? Multiple attractors with different laws of gravity
Summary
Part III: Multi-particle and Extended Systems
Chapter 11: Collisions
Collisions and their modeling Bouncing off horizontal or vertical walls
Elastic bouncing Implementing energy loss due to bouncing
Bouncing off inclined walls
Collision detection Repositioning the particle Calculating the new velocity Velocity correction just before collision An example of a ball bouncing off an inclined wall Example of ball bouncing off multiple inclined walls
Collisions between particles in 1D
Repositioning the particles Elastic collisions Inelastic collisions
Collisions between particles in 2D
An example: 2D collisions between two particles Example: multiple particle collisions Example: multiple particle collisions with bouncing
Summary
Chapter 12: Particle Systems
Introduction to particle system modeling Creating animated effects using particles
A simple example: splash effect with particles Creating a particle emitter Creating a smoke effect Creating a fire effect Creating fireworks
Particle animations with long-range forces
Particle paths in a force field Building a wormhole
Interacting particle systems
Multiple particles under mutual gravity A simple galaxy simulation
Summary
Chapter 13: Extended Objects
Rigid bodies
Basic concepts of rigid body modeling Modeling rigid bodies Rotational dynamics of rigid bodies Simulating rigid body dynamics Example: a simple wind turbine simulation Example: Rolling down an inclined plane Rigid body collisions and bouncing Example: Simulating a single bouncing block Example: Colliding blocks
Deformable bodies
Mass-spring systems Rope simulation Cloth simulation
Summary
Part IV: Building More Complex Simulations
Chapter 14: Numerical Integration Schemes
General principles
Statement of the problem Characteristics of numerical schemes Types of integration schemes Modifying Forcer to allow for different integration schemes
Euler integration
Explicit Euler Implicit Euler Semi-implicit Euler Comparing the explicit and semi-implicit Euler schemes Why use Euler and why not?
Runge-Kutta integration
Second-order Runge-Kutta scheme (RK2) Fourth-order Runge-Kutta scheme (RK4) Stability and accuracy of RK2 and RK4 compared with Euler
Verlet integration
Position Verlet Velocity Verlet Testing the stability and accuracy of the Verlet schemes
Summary
Chapter 15: Other Technical Issues
Doing physics in 3D
3D versus 2D physics 3D math Creating classes for 3D objects and motion Creating 3D models Example: A rotating cube Integrating with 3D engines Looking ahead to Stage3D
Building scale models
Scaling for realism A simple example Choosing units Scaling factors and parameter values Rescaling equations
Building accurate simulations
Using Number for calculations Choosing an appropriate integration scheme Using an appropriate timestep Using accurate initial conditions Dealing with boundaries carefully
Summary
Chapter 16: Simulation Projects
Build a submarine
Brief review of the physics The visual setup The setup code The basic motion code Adding controls and visual effects The full mover code Further ideas
Build a flight simulator
Physics and control mechanisms of aircraft What we will create Creating the visual setup Coding up the physics Implementing the controls Displaying flight information Test flying the simulator Further things to do
Create an accurate solar system model
What we will create The physics Coding up an appropriate integration scheme Building an idealized single-planet simulation Choosing appropriate scaling factors Obtaining planetary data and initial conditions Basic solar system model Incorporating accurate initial conditions Comparing the model results with NASA data Other things to do
Summary
Index
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