open_toontown_panda3d/panda/src/physics/angularEulerIntegrator.cxx

193 lines
6.8 KiB
C++

// Filename: angularEulerIntegrator.cxx
// Created by: charles (09Aug00)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
#include "angularEulerIntegrator.h"
#include "forceNode.h"
#include "physicalNode.h"
#include "config_physics.h"
////////////////////////////////////////////////////////////////////
// Function : AngularEulerIntegrator
// Access : Public
// Description : constructor
////////////////////////////////////////////////////////////////////
AngularEulerIntegrator::
AngularEulerIntegrator() {
}
////////////////////////////////////////////////////////////////////
// Function : AngularEulerIntegrator
// Access : Public
// Description : destructor
////////////////////////////////////////////////////////////////////
AngularEulerIntegrator::
~AngularEulerIntegrator() {
}
////////////////////////////////////////////////////////////////////
// Function : Integrate
// Access : Public
// Description : Integrate a step of motion (based on dt) by
// applying every force in force_vec to every object
// in obj_vec.
////////////////////////////////////////////////////////////////////
void AngularEulerIntegrator::
child_integrate(Physical *physical,
AngularForceVector& forces,
float dt) {
// perform the precomputation. Note that the vector returned by
// get_precomputed_matrices() has the matrices loaded in order of force
// type: first global, then local. If you're using this as a guide to write
// another integrator, be sure to process your forces global, then local.
// otherwise your transforms will be VERY bad. No good.
precompute_angular_matrices(physical, forces);
const pvector< LMatrix4f > &matrices = get_precomputed_angular_matrices();
assert(matrices.size() == (forces.size() + physical->get_angular_forces().size()));
// Loop through each object in the set. This processing occurs in O(pf) time,
// where p is the number of physical objects and f is the number of
// forces. Unfortunately, no precomputation of forces can occur, as
// each force is possibly contingent on such things as the position and
// velocity of each physicsobject in the set. Accordingly, we have
// to grunt our way through each one. wrt caching of the xform matrix
// should help.
PhysicsObject::Vector::const_iterator current_object_iter;
current_object_iter = physical->get_object_vector().begin();
for (; current_object_iter != physical->get_object_vector().end();
++current_object_iter) {
PhysicsObject *current_object = *current_object_iter;
// bail out if this object doesn't exist or doesn't want to be
// processed.
if (current_object == (PhysicsObject *) NULL) {
continue;
}
if (current_object->get_active() == false) {
continue;
}
LVector3f accum_vec(0, 0, 0);
// set up the traversal stuff.
ForceNode *force_node;
AngularForceVector::const_iterator f_cur;
LVector3f f;
// global forces
f_cur = forces.begin();
unsigned int index = 0;
for (; f_cur != forces.end(); ++f_cur) {
AngularForce *cur_force = *f_cur;
// make sure the force is turned on.
if (cur_force->get_active() == false) {
continue;
}
force_node = cur_force->get_force_node();
// now we go from force space to our object's space.
assert(index >= 0 && index < matrices.size());
f = cur_force->get_vector(current_object) * matrices[index++];
// tally it into the accum vector, applying the inertial tensor.
accum_vec += f;
}
// local forces
f_cur = physical->get_angular_forces().begin();
for (; f_cur != physical->get_angular_forces().end(); ++f_cur) {
AngularForce *cur_force = *f_cur;
// make sure the force is turned on.
if (cur_force->get_active() == false) {
continue;
}
force_node = cur_force->get_force_node();
// go from force space to object space
assert(index >= 0 && index < matrices.size());
f = cur_force->get_vector(current_object) * matrices[index++];
// tally it into the accum vectors
accum_vec += f;
}
assert(index == matrices.size());
// apply the accumulated torque vector to the object's inertial tensor.
// this matrix represents how much force the object 'wants' applied to it
// in any direction, among other things.
accum_vec = accum_vec * current_object->get_inertial_tensor();
// derive this into the angular velocity vector.
LVector3f rot_vec = current_object->get_rotation();
rot_vec += accum_vec * dt;
// here's the trick. we've been accumulating these forces as vectors
// and treating them as vectors, but now we're going to treat them as pure
// imaginary quaternions where r = 0. This vector NOW represents the
// imaginary vector formed by (i, j, k).
float len = rot_vec.length();
if (len) {
LVector3f normalized_rot_vec = rot_vec;
normalized_rot_vec *= 1.0f / len;
LRotationf rot_quat = LRotationf(normalized_rot_vec, len);
LOrientationf old_orientation = current_object->get_orientation();
LOrientationf new_orientation = old_orientation * rot_quat;
new_orientation.normalize();
// and write the results back.
current_object->set_orientation(new_orientation);
current_object->set_rotation(rot_vec);
}
}
}
////////////////////////////////////////////////////////////////////
// Function : output
// Access : Public
// Description : Write a string representation of this instance to
// <out>.
////////////////////////////////////////////////////////////////////
void AngularEulerIntegrator::
output(ostream &out) const {
#ifndef NDEBUG //[
out<<"AngularEulerIntegrator (id "<<this<<")";
#endif //] NDEBUG
}
////////////////////////////////////////////////////////////////////
// Function : write
// Access : Public
// Description : Write a string representation of this instance to
// <out>.
////////////////////////////////////////////////////////////////////
void AngularEulerIntegrator::
write(ostream &out, unsigned int indent) const {
#ifndef NDEBUG //[
out.width(indent); out<<""; out<<"AngularEulerIntegrator:\n";
AngularIntegrator::write(out, indent+2);
#endif //] NDEBUG
}