open_toontown_panda3d/panda/src/physics/linearCylinderVortexForce.cxx

136 lines
3.4 KiB
C++

/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file linearCylinderVortexForce.cxx
* @author charles
* @date 2000-07-24
*/
#include "config_physics.h"
#include "linearCylinderVortexForce.h"
#include "nearly_zero.h"
#include "cmath.h"
TypeHandle LinearCylinderVortexForce::_type_handle;
/**
* Simple Constructor
*/
LinearCylinderVortexForce::
LinearCylinderVortexForce(PN_stdfloat radius, PN_stdfloat length, PN_stdfloat coef,
PN_stdfloat a, bool md) :
LinearForce(a, md),
_radius(radius), _length(length), _coef(coef) {
}
/**
* copy Constructor
*/
LinearCylinderVortexForce::
LinearCylinderVortexForce(const LinearCylinderVortexForce &copy) :
LinearForce(copy) {
_radius = copy._radius;
_length = copy._length;
_coef = copy._coef;
}
/**
* Destructor
*/
LinearCylinderVortexForce::
~LinearCylinderVortexForce() {
}
/**
* child copier
*/
LinearForce *LinearCylinderVortexForce::
make_copy() {
return new LinearCylinderVortexForce(*this);
}
/**
* returns the centripetal force vector for the passed-in object
*/
LVector3 LinearCylinderVortexForce::
get_child_vector(const PhysicsObject *po) {
// get the force-space transform- this MUST be the relative matrix from the
// point's local coordinate system to the attached node's local system.
// LMatrix4 force_space_xform = LMatrix4::ident_mat();
LVector3 force_vec(0.0f, 0.0f, 0.0f);
// project the point into force_space
LPoint3 point = po->get_position();
// clip along length
if (point[2] < 0.0f || point[2] > _length)
return force_vec;
// clip to radius
PN_stdfloat x_squared = point[0] * point[0];
PN_stdfloat y_squared = point[1] * point[1];
PN_stdfloat dist_squared = x_squared + y_squared;
PN_stdfloat radius_squared = _radius * _radius;
// squared space increases monotonically wrt linear space, so there's no
// need to sqrt to check insideoutside this disc.
if (dist_squared > radius_squared)
return force_vec;
if IS_NEARLY_ZERO(dist_squared)
return force_vec;
PN_stdfloat r = csqrt(dist_squared);
if IS_NEARLY_ZERO(r)
return force_vec;
LVector3 tangential = point;
tangential[2] = 0.0f;
tangential.normalize();
tangential = tangential.cross(LVector3(0,0,1));
LVector3 centripetal = -point;
centripetal[2] = 0.0f;
centripetal.normalize();
LVector3 combined = tangential + centripetal;
combined.normalize();
// a = v^2 r centripetal = centripetal * _coef *
// (tangential.length_squared() (r + get_nearly_zero_value(r)));
centripetal = combined * _coef * po->get_velocity().length();
// centripetal = combined * _coef * (po->get_velocity().length() (r +
// get_nearly_zero_value(r)));
return centripetal;
}
/**
* Write a string representation of this instance to <out>.
*/
void LinearCylinderVortexForce::
output(ostream &out) const {
#ifndef NDEBUG //[
out<<"LinearCylinderVortexForce";
#endif //] NDEBUG
}
/**
* Write a string representation of this instance to <out>.
*/
void LinearCylinderVortexForce::
write(ostream &out, int indent) const {
#ifndef NDEBUG //[
out.width(indent); out<<""; out<<"LinearCylinderVortexForce:\n";
LinearForce::write(out, indent+2);
#endif //] NDEBUG
}