1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
let rotational (b : Body.t) : float = if b.spin = 0. then 0. else b.inertia *. b.spin *. b.spin /. 2.
let kinetic (b : Body.t) : float = (b.mass *. Vec2.dot b.vel b.vel /. 2.) +. rotational b
let momentum (b : Body.t) : Vec2.t = Vec2.scale b.mass b.vel
let angular_momentum ~(around : Vec2.t) (b : Body.t) : float =
(b.mass *. Vec2.cross (Vec2.sub b.pos around) b.vel) +. if b.spin = 0. then 0. else b.inertia *. b.spin
let gravity ~(g : float) (b : Body.t) : float = b.mass *. g *. snd b.pos
let gravitation ~(gm : float) ~(center : Vec2.t) (b : Body.t) : float =
-.gm *. b.mass /. Vec2.length (Vec2.sub b.pos center)
let spring ~(k_over_m : float) ~(anchor : Vec2.t) (b : Body.t) : float =
let d = Vec2.sub b.pos anchor in
k_over_m *. b.mass *. Vec2.dot d d /. 2.