removed old code
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@ -50,22 +50,13 @@ void AngularEulerIntegrator::
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child_integrate(Physical *physical,
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AngularForceVector& forces,
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float dt) {
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// perform the precomputation. Note that the vector returned by
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// get_precomputed_matrices() has the matrices loaded in order of force
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// type: first global, then local. If you're using this as a guide to write
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// another integrator, be sure to process your forces global, then local.
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// otherwise your transforms will be VERY bad. No good.
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precompute_angular_matrices(physical, forces);
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const pvector< LMatrix4f > &matrices = get_precomputed_angular_matrices();
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assert(matrices.size() == (forces.size() + physical->get_angular_forces().size()));
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// Loop through each object in the set. This processing occurs in O(pf) time,
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// where p is the number of physical objects and f is the number of
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// forces. Unfortunately, no precomputation of forces can occur, as
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// each force is possibly contingent on such things as the position and
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// velocity of each physicsobject in the set. Accordingly, we have
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// to grunt our way through each one. wrt caching of the xform matrix
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// should help.
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// Loop through each object in the set. This processing occurs in
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// O(pf) time, where p is the number of physical objects and f is
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// the number of forces. Unfortunately, no precomputation of forces
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// can occur, as each force is possibly contingent on such things as
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// the position and velocity of each physicsobject in the set.
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// Accordingly, we have to grunt our way through each one. wrt
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// caching of the xform matrix should help.
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PhysicsObject::Vector::const_iterator current_object_iter;
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current_object_iter = physical->get_object_vector().begin();
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for (; current_object_iter != physical->get_object_vector().end();
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@ -85,7 +76,6 @@ child_integrate(Physical *physical,
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LRotationf accum_quat(0, 0, 0, 0);
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// set up the traversal stuff.
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//////////////////////ForceNode *force_node;
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AngularForceVector::const_iterator f_cur;
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LRotationf f;
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@ -101,14 +91,8 @@ child_integrate(Physical *physical,
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continue;
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}
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/////////////////force_node = cur_force->get_force_node();
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// now we go from force space to our object's space.
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assert(index >= 0 && index < matrices.size());
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//f = matrices[index++] * cur_force->get_quat(current_object);
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f = cur_force->get_quat(current_object);
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// tally it into the accumulation quaternion
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f = cur_force->get_quat(current_object);
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accum_quat += f;
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}
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@ -123,17 +107,12 @@ child_integrate(Physical *physical,
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continue;
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}
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///////////////force_node = cur_force->get_force_node();
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// go from force space to object space
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//assert(index >= 0 && index < matrices.size());
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//f = matrices[index++] * cur_force->get_quat(current_object);
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f = cur_force->get_quat(current_object);
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// tally it into the accumulation quaternion
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accum_quat += orientation.xform(f); // i.e. orientation * f * orientation.conjugate();
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// i.e. orientation * f * orientation.conjugate()
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accum_quat += orientation.xform(f);
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}
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//assert(index == matrices.size());
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// apply the accumulated torque vector to the object's inertial tensor.
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// this matrix represents how much force the object 'wants' applied to it
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