open_toontown_panda3d/panda/src/physics/linearIntegrator.cxx

75 lines
2.4 KiB
C++

// Filename: linearIntegrator.cxx
// Created by: charles (02Aug00)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001, 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://www.panda3d.org/license.txt .
//
// To contact the maintainers of this program write to
// panda3d@yahoogroups.com .
//
////////////////////////////////////////////////////////////////////
#include "linearIntegrator.h"
#include "config_physics.h"
#include "physicalNode.h"
#include "forceNode.h"
////////////////////////////////////////////////////////////////////
// Function : BaseLinearIntegrator
// Access : Protected
// Description : constructor
////////////////////////////////////////////////////////////////////
LinearIntegrator::
LinearIntegrator(void) {
}
////////////////////////////////////////////////////////////////////
// Function : ~LinearIntegrator
// Access : public, virtual
// Description : destructor
////////////////////////////////////////////////////////////////////
LinearIntegrator::
~LinearIntegrator(void) {
}
////////////////////////////////////////////////////////////////////
// Function : integrate
// Access : public
// Description : parent integration routine, hands off to child
// virtual.
////////////////////////////////////////////////////////////////////
void LinearIntegrator::
integrate(Physical *physical, pvector< PT(LinearForce) > &forces,
float dt) {
/* <-- darren, 2000.10.06
// cap dt so physics don't go flying off on lags
if (dt > _max_linear_dt)
dt = _max_linear_dt;
*/
pvector< PT(PhysicsObject) >::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;
// set the object's last position to its current position before we move it
current_object->set_last_position(current_object->get_position());
}
child_integrate(physical, forces, dt);
}