75 lines
2.4 KiB
C++
75 lines
2.4 KiB
C++
// Filename: linearIntegrator.cxx
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// Created by: charles (02Aug00)
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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, 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://www.panda3d.org/license.txt .
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//
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// To contact the maintainers of this program write to
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// panda3d@yahoogroups.com .
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//
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////////////////////////////////////////////////////////////////////
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#include "linearIntegrator.h"
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#include "config_physics.h"
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#include "physicalNode.h"
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#include "forceNode.h"
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////////////////////////////////////////////////////////////////////
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// Function : BaseLinearIntegrator
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// Access : Protected
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// Description : constructor
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////////////////////////////////////////////////////////////////////
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LinearIntegrator::
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LinearIntegrator(void) {
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}
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////////////////////////////////////////////////////////////////////
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// Function : ~LinearIntegrator
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// Access : public, virtual
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// Description : destructor
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////////////////////////////////////////////////////////////////////
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LinearIntegrator::
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~LinearIntegrator(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 : parent integration routine, hands off to child
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// virtual.
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////////////////////////////////////////////////////////////////////
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void LinearIntegrator::
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integrate(Physical *physical, pvector< PT(LinearForce) > &forces,
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float dt) {
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/* <-- darren, 2000.10.06
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// cap dt so physics don't go flying off on lags
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if (dt > _max_linear_dt)
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dt = _max_linear_dt;
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*/
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pvector< PT(PhysicsObject) >::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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// set the object's last position to its current position before we move it
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current_object->set_last_position(current_object->get_position());
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}
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child_integrate(physical, forces, dt);
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}
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