using Sandbox; namespace VeloX; public static class PhysicsExtensions { /// /// Calculates the linear and angular velocities on the center of mass for an offset impulse. /// /// The physics object /// The impulse acting on the object in kg*units/s (World frame) /// The location of the impulse in world coordinates /// /// Vector1: Linear velocity from the impulse (World frame) /// Vector2: Angular velocity from the impulse (Local frame) /// public static (Vector3 LinearVelocity, Vector3 AngularVelocity) CalculateVelocityOffset( this PhysicsBody physObj, Vector3 impulse, Vector3 position ) { if ( !physObj.IsValid() || !physObj.MotionEnabled ) return (Vector3.Zero, Vector3.Zero); Vector3 linearVelocity = impulse / physObj.Mass; Vector3 centerOfMass = physObj.MassCenter; Vector3 relativePosition = position - centerOfMass; Vector3 torque = relativePosition.Cross( impulse ); Rotation bodyRotation = physObj.Transform.Rotation; Vector3 localTorque = bodyRotation.Inverse * torque; Vector3 localInverseInertia = physObj.Inertia.Inverse; Vector3 localAngularVelocity = new( localTorque.x * localInverseInertia.x, localTorque.y * localInverseInertia.y, localTorque.z * localInverseInertia.z ); return (linearVelocity, localAngularVelocity); } /// /// Calculates the linear and angular impulses on the object's center of mass for an offset impulse. /// /// The physics object /// The impulse acting on the object in kg*units/s (World frame) /// The location of the impulse in world coordinates /// /// Vector1: Linear impulse on center of mass (World frame) /// Vector2: Angular impulse on center of mass (Local frame) /// public static (Vector3 LinearImpulse, Vector3 AngularImpulse) CalculateForceOffset( this PhysicsBody physObj, Vector3 impulse, Vector3 position ) { if ( !physObj.IsValid() || !physObj.MotionEnabled ) { return (Vector3.Zero, Vector3.Zero); } // 1. Linear impulse is the same as the input impulse (conservation of momentum) Vector3 linearImpulse = impulse; // 2. Calculate angular impulse (torque) from the offset force // τ = r × F (cross product of position relative to COM and force) Vector3 centerOfMass = physObj.MassCenter; Vector3 relativePosition = position - centerOfMass; Vector3 worldAngularImpulse = relativePosition.Cross( impulse ); // Convert angular impulse to local space (since we'll use it with LocalInertia) Rotation bodyRotation = physObj.Transform.Rotation; Vector3 localAngularImpulse = bodyRotation.Inverse * worldAngularImpulse; return (linearImpulse, localAngularImpulse); } }