101 lines
3.2 KiB
C++
101 lines
3.2 KiB
C++
// Filename: LinearCylinderVortexForce.cxx
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// Created by: charles (24Jul00)
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//
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////////////////////////////////////////////////////////////////////
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#include "config_physics.h"
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#include "linearCylinderVortexForce.h"
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TypeHandle LinearCylinderVortexForce::_type_handle;
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////////////////////////////////////////////////////////////////////
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// Function : LinearCylinderVortexForce
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// Access : public
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// Description : Simple Constructor
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////////////////////////////////////////////////////////////////////
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LinearCylinderVortexForce::
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LinearCylinderVortexForce(float radius, float length, float coef,
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float a, bool md) :
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_radius(radius), _length(length), _coef(coef),
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LinearForce(a, md) {
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}
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////////////////////////////////////////////////////////////////////
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// Function : LinearCylinderVortexForce
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// Access : public
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// Description : copy Constructor
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////////////////////////////////////////////////////////////////////
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LinearCylinderVortexForce::
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LinearCylinderVortexForce(const LinearCylinderVortexForce ©) :
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LinearForce(copy) {
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_radius = copy._radius;
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_length = copy._length;
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_coef = copy._coef;
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}
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////////////////////////////////////////////////////////////////////
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// Function : ~LinearCylinderVortexForce
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// Access : public
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// Description : Destructor
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////////////////////////////////////////////////////////////////////
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LinearCylinderVortexForce::
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~LinearCylinderVortexForce(void) {
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}
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////////////////////////////////////////////////////////////////////
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// Function : make_copy
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// Access : public, virtual
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// Description : child copier
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////////////////////////////////////////////////////////////////////
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LinearForce *LinearCylinderVortexForce::
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make_copy(void) {
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return new LinearCylinderVortexForce(*this);
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}
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////////////////////////////////////////////////////////////////////
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// Function : get_child_vector
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// Access : private, virtual
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// Description : returns the centripetal force vector for the
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// passed-in object
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////////////////////////////////////////////////////////////////////
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LVector3f LinearCylinderVortexForce::
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get_child_vector(const PhysicsObject *po) {
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// get the force-space transform- this MUST be the relative matrix
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// from the point's local coordinate system to the attached node's
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// local system.
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LMatrix4f force_space_xform = LMatrix4f::ident_mat();
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LVector3f force_vec(0.0f, 0.0f, 0.0f);
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// project the point into force_space
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LPoint3f point = po->get_position();
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// clip along length
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if (point[2] < 0.0f || point[2] > _length)
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return force_vec;
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// clip to radius
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float x_squared = point[0] * point[0];
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float y_squared = point[1] * point[1];
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float dist_squared = x_squared + y_squared;
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float radius_squared = _radius * _radius;
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// squared space increases monotonically wrt linear space,
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// so there's no need to sqrt to check inside/outside this disc.
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if (dist_squared > radius_squared)
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return force_vec;
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float r = sqrtf(dist_squared);
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LVector3f tangential = po->get_velocity();
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tangential[2] = 0.0f;
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LVector3f centripetal = -point;
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centripetal[2] = 0.0f;
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centripetal.normalize();
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// a = v^2 / r
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centripetal = centripetal * _coef * (tangential.length_squared() / r);
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return centripetal;
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}
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