open_toontown_panda3d/panda/src/physics/linearFrictionForce.cxx

115 lines
4.0 KiB
C++

// Filename: linearFrictionForce.cxx
// Created by: charles (23Jun00)
//
////////////////////////////////////////////////////////////////////
//
// 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 "linearFrictionForce.h"
#include "config_physics.h"
TypeHandle LinearFrictionForce::_type_handle;
////////////////////////////////////////////////////////////////////
// Function : LinearFrictionForce
// Access : Public
// Description : Constructor
////////////////////////////////////////////////////////////////////
LinearFrictionForce::
LinearFrictionForce(float coef, float a, bool m) :
LinearForce(a, m) {
set_coef(coef);
}
////////////////////////////////////////////////////////////////////
// Function : LinearFrictionForce
// Access : Public
// Description : copy constructor
////////////////////////////////////////////////////////////////////
LinearFrictionForce::
LinearFrictionForce(const LinearFrictionForce &copy) :
LinearForce(copy) {
_coef = copy._coef;
}
////////////////////////////////////////////////////////////////////
// Function : LinearFrictionForce
// Access : Public
// Description : destructor
////////////////////////////////////////////////////////////////////
LinearFrictionForce::
~LinearFrictionForce() {
}
////////////////////////////////////////////////////////////////////
// Function : make_copy
// Access : Public
// Description : copier
////////////////////////////////////////////////////////////////////
LinearForce *LinearFrictionForce::
make_copy() {
return new LinearFrictionForce(*this);
}
////////////////////////////////////////////////////////////////////
// Function : LinearFrictionForce
// Access : Public
// Description : Constructor
////////////////////////////////////////////////////////////////////
LVector3f LinearFrictionForce::
get_child_vector(const PhysicsObject* po) {
LVector3f v = po->get_velocity();
assert(_coef>=0.0f && _coef<=1.0f);
// Create a force vector in the opposite direction of v:
LVector3f friction = v * -_coef;
physics_debug(" v "<<v<<" len "<<v.length()
<<" friction "<<friction<<" len "<<friction.length()
<<" dot "<<(normalize(v).dot(normalize(friction))));
assert(friction.almost_equal(LVector3f::zero())
|| IS_NEARLY_EQUAL(normalize(v).dot(normalize(friction)), -1.0f));
// cary said to cap this at zero so that friction can't reverse
// your direction, but it seems to me that if you're computing:
// v + (-v * _coef), _coef in [0, 1]
// that this will always be greater than or equal to zero.
return friction;
}
////////////////////////////////////////////////////////////////////
// Function : output
// Access : Public
// Description : Write a string representation of this instance to
// <out>.
////////////////////////////////////////////////////////////////////
void LinearFrictionForce::
output(ostream &out) const {
#ifndef NDEBUG //[
out<<"LinearFrictionForce";
#endif //] NDEBUG
}
////////////////////////////////////////////////////////////////////
// Function : write
// Access : Public
// Description : Write a string representation of this instance to
// <out>.
////////////////////////////////////////////////////////////////////
void LinearFrictionForce::
write(ostream &out, unsigned int indent) const {
#ifndef NDEBUG //[
out.width(indent); out<<""; out<<"LinearFrictionForce:\n";
out.width(indent+2); out<<""; out<<"_coef "<<_coef<<":\n";
LinearForce::write(out, indent+2);
#endif //] NDEBUG
}