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Question Is this the proper way to add air resistance to a ball?

Discussion in 'Physics' started by FreeGameDev, May 30, 2020.

  1. FreeGameDev

    FreeGameDev

    Joined:
    Dec 1, 2015
    Posts:
    67
    Can anyone tell me if this is the proper way to add air drag to my rigidbody(rb)?
    Here is my code:
    Code (CSharp):
    1.  
    2.     private void FixedUpdate()
    3.     {
    4.         //Cd = 0.24f                        // drag coefficient of a golf ball
    5.         //A = Pi*radius*radius              // crossSectionalArea of sphere in [m^2]
    6.         //ad.p = 1.225f                     // air density in [kg/m^3]
    7.         float A = b.crossSectionalArea;    
    8.         Vector3 v;
    9.         //_P.AirResistance = 0.5f * Cd * A * v * v * ρ
    10.         v.x = -_P.AirResistance(b.Cd, A, rb.velocity.x, ad.p);
    11.         v.y = -_P.AirResistance(b.Cd, A, rb.velocity.y, ad.p);
    12.         v.z = -_P.AirResistance(b.Cd, A, rb.velocity.z, ad.p);
    13.         rb.AddForce(v.x, v.y, v.z);
    14.     }
    15.  
    I did an experiment to add gravity.
    Code (CSharp):
    1. rb.AddForce(Physics.gravity * rb.mass);
    This worked exactly as unity's gravity.
    The air drag seams to be a little on the strong side?
    Also: Is there a air drag simulator that I can test my results against?

    Thanks
     
  2. FreeGameDev

    FreeGameDev

    Joined:
    Dec 1, 2015
    Posts:
    67
    Figured it out one issue: The force needs to work in the opposite direction to the velocity.
    I corrected this by Mathf.Abs(velocity.x) on of the velocities being squared. Are there still issues?
     
    Last edited: May 30, 2020