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Question by catmorbid · Feb 26, 2014 at 10:46 AM · 2d rotation2d physics

How to calculate Physics2D angularVelocity

How can I calculate the torque force required for angular velocity x in Physics2D. I'm no physicist, but from what I gather, you'd need the inertia (moment) calculations, but Physics2D has no such.

So far, I've been trying it out at random, and the following code produces results that are pretty close, but still not absolutely accurate e.g. if I set the speed to 10f, the resulting angular velocity will be 11.30973

 public float moment
 {
     get
     {
         float moment = rigidbody2D.mass * Mathf.PI * Mathf.PI;
         return moment;
     }
 }
 public void rotate(float speed)
 {
     torqueForce = speed*moment;
     rigidbody2D.AddTorque(torqueForce);
 }    

So, how do I get the exact results? I.e. what is the proper formula for the moment property? (I know I could workaround by using PhysX, but that would also mean a gigaton of additional work)

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