182 lines
6.1 KiB
C++
182 lines
6.1 KiB
C++
// Filename: angularEulerIntegrator.cxx
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// Created by: charles (09Aug00)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://etc.cmu.edu/panda3d/docs/license/ .
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//
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// To contact the maintainers of this program write to
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// panda3d-general@lists.sourceforge.net .
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//
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////////////////////////////////////////////////////////////////////
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#include "angularEulerIntegrator.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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////////////////////////////////////////////////////////////////////
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// Function : AngularEulerIntegrator
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// Access : Public
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// Description : constructor
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////////////////////////////////////////////////////////////////////
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AngularEulerIntegrator::
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AngularEulerIntegrator() {
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}
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////////////////////////////////////////////////////////////////////
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// Function : AngularEulerIntegrator
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// Access : Public
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// Description : destructor
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////////////////////////////////////////////////////////////////////
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AngularEulerIntegrator::
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~AngularEulerIntegrator() {
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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 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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// 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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++current_object_iter) {
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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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}
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if (current_object->get_active() == false) {
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continue;
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}
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LRotationf accum_quat(0, 0, 0, 0);
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// set up the traversal stuff.
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AngularForceVector::const_iterator f_cur;
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LRotationf f;
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// global forces
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f_cur = forces.begin();
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unsigned int index = 0;
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for (; f_cur != forces.end(); ++f_cur) {
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AngularForce *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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}
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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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LOrientationf orientation = current_object->get_orientation();
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// local forces
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f_cur = physical->get_angular_forces().begin();
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for (; f_cur != physical->get_angular_forces().end(); ++f_cur) {
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AngularForce *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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}
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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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// i.e. orientation * f * orientation.conjugate()
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accum_quat += orientation.xform(f);
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}
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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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// in any direction, among other things.
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accum_quat = current_object->get_inertial_tensor() * accum_quat;
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// derive this into the angular velocity vector.
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LRotationf rot_quat = current_object->get_rotation();
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#if 0
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rot_quat += accum_quat * dt;
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if (rot_quat.normalize()) {
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LOrientationf old_orientation = current_object->get_orientation();
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LOrientationf new_orientation = old_orientation * rot_quat;
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new_orientation.normalize();
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// and write the results back.
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current_object->set_orientation(new_orientation);
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current_object->set_rotation(rot_quat);
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}
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#else
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//accum_quat*=viscosityDamper;
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//LOrientationf orientation = current_object->get_orientation();
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//accum_quat.normalize();
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// x = x + v * t + 0.5 * a * t * t
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orientation = orientation * ((rot_quat * dt) * (accum_quat * (0.5 * dt * dt)));
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// v = v + a * t
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rot_quat = rot_quat + (accum_quat * dt);
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//if (rot_quat.normalize()) {
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if (orientation.normalize() && rot_quat.normalize()) {
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// and write the results back.
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current_object->set_orientation(orientation);
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current_object->set_rotation(rot_quat);
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}
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#endif
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function : output
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// Access : Public
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// Description : Write a string representation of this instance to
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// <out>.
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////////////////////////////////////////////////////////////////////
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void AngularEulerIntegrator::
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output(ostream &out) const {
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#ifndef NDEBUG //[
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out<<"AngularEulerIntegrator (id "<<this<<")";
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#endif //] NDEBUG
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}
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////////////////////////////////////////////////////////////////////
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// Function : write
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// Access : Public
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// Description : Write a string representation of this instance to
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// <out>.
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////////////////////////////////////////////////////////////////////
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void AngularEulerIntegrator::
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write(ostream &out, unsigned int indent) const {
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#ifndef NDEBUG //[
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out.width(indent); out<<""; out<<"AngularEulerIntegrator:\n";
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AngularIntegrator::write(out, indent+2);
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#endif //] NDEBUG
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}
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