169 lines
5.1 KiB
C++
169 lines
5.1 KiB
C++
// Filename: LinearEulerIntegrator.cxx
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// Created by: charles (13Jun00)
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//
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////////////////////////////////////////////////////////////////////
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#include "linearEulerIntegrator.h"
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#include "forceNode.h"
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#include "physicalNode.h"
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#include "config_physics.h"
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#include <get_rel_pos.h>
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////////////////////////////////////////////////////////////////////
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// Function : LinearEulerIntegrator
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// Access : Public
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// Description : constructor
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////////////////////////////////////////////////////////////////////
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LinearEulerIntegrator::
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LinearEulerIntegrator(void) {
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}
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////////////////////////////////////////////////////////////////////
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// Function : LinearEulerIntegrator
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// Access : Public
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// Description : destructor
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////////////////////////////////////////////////////////////////////
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LinearEulerIntegrator::
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~LinearEulerIntegrator(void) {
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}
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////////////////////////////////////////////////////////////////////
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// Function : Integrate
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// Access : Public
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// Description : Integrate a step of motion (based on dt) by
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// applying every force in force_vec to every object
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// in obj_vec.
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////////////////////////////////////////////////////////////////////
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void LinearEulerIntegrator::
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child_integrate(Physical *physical,
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vector< PT(LinearForce) >& forces,
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float dt) {
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vector< PT(PhysicsObject) >::const_iterator current_object_iter;
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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.
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precompute_linear_matrices(physical, forces);
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const vector< LMatrix4f > &matrices = get_precomputed_linear_matrices();
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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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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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current_object_iter++) {
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LVector3f md_accum_vec, non_md_accum_vec, accel_vec, vel_vec;
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LPoint3f pos;
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float mass;
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PhysicsObject *current_object = *current_object_iter;
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// bail out if this object doesn't exist or doesn't want to be
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// processed.
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if (current_object == (PhysicsObject *) NULL)
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continue;
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if (current_object->get_active() == false)
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continue;
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// reset the accumulation vectors for this object
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md_accum_vec.set(0.0f, 0.0f, 0.0f);
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non_md_accum_vec.set(0.0f, 0.0f, 0.0f);
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// run through each acting force and sum it
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LVector3f f;
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// LMatrix4f force_to_object_xform;
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ForceNode *force_node;
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vector< PT(LinearForce) >::const_iterator f_cur;
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// global forces
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f_cur = forces.begin();
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int index = 0;
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for (; f_cur != forces.end(); f_cur++) {
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LinearForce *cur_force = *f_cur;
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// make sure the force is turned on.
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if (cur_force->get_active() == false)
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continue;
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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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f = matrices[index++] * cur_force->get_vector(current_object);
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// tally it into the accum vectors.
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if (cur_force->get_mass_dependent() == true)
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md_accum_vec += f;
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else
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non_md_accum_vec += f;
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}
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// local forces
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f_cur = physical->get_linear_forces().begin();
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for (; f_cur != physical->get_linear_forces().end(); f_cur++) {
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LinearForce *cur_force = *f_cur;
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// make sure the force is turned on.
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if (cur_force->get_active() == false)
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continue;
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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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f = matrices[index++] * cur_force->get_vector(current_object);
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// tally it into the accum vectors
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if (cur_force->get_mass_dependent() == true)
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md_accum_vec += f;
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else
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non_md_accum_vec += f;
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}
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// get this object's physical info
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pos = current_object->get_position();
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vel_vec = current_object->get_velocity();
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mass = current_object->get_mass();
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// we want 'a' in F = ma
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// get it by computing F / m
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nassertv(mass != 0.0f);
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accel_vec = md_accum_vec / mass;
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accel_vec += non_md_accum_vec;
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// step the position and velocity
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vel_vec += accel_vec * dt;
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// cap terminal velocity
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float len = vel_vec.length();
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if (len > current_object->get_terminal_velocity()) {
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cout << "Capping terminal velocity at: " << current_object->get_terminal_velocity() << endl;
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vel_vec *= current_object->get_terminal_velocity() / len;
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}
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pos += vel_vec * dt;
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// and store them back.
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current_object->set_position(pos);
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current_object->set_velocity(vel_vec);
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}
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}
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