209 lines
6.1 KiB
C++
209 lines
6.1 KiB
C++
/**
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* PANDA 3D SOFTWARE
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* Copyright (c) Carnegie Mellon University. All rights reserved.
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*
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* All use of this software is subject to the terms of the revised BSD
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* license. You should have received a copy of this license along
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* with this source code in a file named "LICENSE."
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*
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* @file linearEulerIntegrator.cxx
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* @author charles
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* @date 2000-06-13
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*/
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#include "linearEulerIntegrator.h"
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#include "forceNode.h"
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#include "physicalNode.h"
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#include "config_physics.h"
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/**
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* constructor
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*/
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LinearEulerIntegrator::
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LinearEulerIntegrator() {
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}
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/**
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* destructor
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*/
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LinearEulerIntegrator::
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~LinearEulerIntegrator() {
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}
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/**
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* Integrate a step of motion (based on dt) by applying every force in
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* force_vec to every object in obj_vec.
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*
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* physical, The objects being acted upon and the set of local forces that are
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* applied after the global forces. forces, Global forces to be applied
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* first. dt, The delta time of this integration step.
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*/
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void LinearEulerIntegrator::
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child_integrate(Physical *physical,
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LinearForceVector& forces,
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PN_stdfloat dt) {
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// perform the precomputation. Note that the vector returned by
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// get_precomputed_matrices() has the matrices loaded in order of force
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// type: first global, then local. If you're using this as a guide to write
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// another integrator, be sure to process your forces global, then local.
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// otherwise your transforms will be VERY bad.
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precompute_linear_matrices(physical, forces);
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const MatrixVector &matrices = get_precomputed_linear_matrices();
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#ifndef NDEBUG
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MatrixVector::const_iterator mi;
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for (mi = matrices.begin(); mi != matrices.end(); ++mi) {
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nassertv(!(*mi).is_nan());
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}
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#endif // NDEBUG
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// Get the greater of the local or global viscosity:
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PN_stdfloat viscosityDamper=1.0f-physical->get_viscosity();
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// Loop through each object in the set. This processing occurs in O(pf)
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// time, where p is the number of physical objects and f is the number of
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// forces. Unfortunately, no precomputation of forces can occur, as each
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// force is possibly contingent on such things as the position and velocity
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// of each physicsobject in the set. Accordingly, we have to grunt our way
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// through each one. wrt caching of the xform matrix should help.
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PhysicsObject::Vector::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 processed.
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if (current_object == (PhysicsObject *) NULL) {
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continue;
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}
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if (current_object->get_active() == false) {
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continue;
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}
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LVector3 md_accum_vec; // mass dependent accumulation vector.
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LVector3 non_md_accum_vec;
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LVector3 accel_vec;
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LVector3 vel_vec;
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// reset the accumulation vectors for this object
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md_accum_vec.set(0.0f, 0.0f, 0.0f);
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non_md_accum_vec.set(0.0f, 0.0f, 0.0f);
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// run through each acting force and sum it
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LVector3 f;
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// LMatrix4 force_to_object_xform;
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LinearForceVector::const_iterator f_cur;
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// global forces
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f_cur = forces.begin();
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int index = 0;
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for (; f_cur != forces.end(); ++f_cur) {
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LinearForce *cur_force = *f_cur;
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// make sure the force is turned on.
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if (cur_force->get_active() == false) {
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continue;
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}
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// now we go from force space to our object's space.
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f = cur_force->get_vector(current_object) * matrices[index++];
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physics_spam("child_integrate "<<f);
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// tally it into the accum vectors.
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if (cur_force->get_mass_dependent() == true) {
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md_accum_vec += f;
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} else {
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non_md_accum_vec += f;
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}
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}
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// local forces
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f_cur = physical->get_linear_forces().begin();
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for (; f_cur != physical->get_linear_forces().end(); ++f_cur) {
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LinearForce *cur_force = *f_cur;
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// make sure the force is turned on.
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if (cur_force->get_active() == false) {
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continue;
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}
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// go from force space to object space
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f = cur_force->get_vector(current_object) * matrices[index++];
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physics_spam("child_integrate "<<f);
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// tally it into the accum vectors
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if (cur_force->get_mass_dependent() == true) {
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md_accum_vec += f;
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} else {
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non_md_accum_vec += f;
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}
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}
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// get this object's physical info
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LPoint3 pos = current_object->get_position();
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vel_vec = current_object->get_velocity();
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PN_stdfloat mass = current_object->get_mass();
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// we want 'a' in F = ma get it by computing F m
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nassertv(mass != 0.0f);
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accel_vec = md_accum_vec / mass;
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accel_vec += non_md_accum_vec;
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#if 0 //[
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// step the position and velocity
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vel_vec += accel_vec * dt;
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// cap terminal velocity
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PN_stdfloat len = vel_vec.length();
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if (len > current_object->get_terminal_velocity()) {
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// cout << "Capping terminal velocity at: " <<
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// current_object->get_terminal_velocity() << endl;
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vel_vec *= current_object->get_terminal_velocity() / len;
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}
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pos += vel_vec * dt;
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#else //][
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assert(current_object->get_position()==current_object->get_last_position());
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accel_vec*=viscosityDamper;
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// x = x + v * t + 0.5 * a * t * t
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pos += vel_vec * dt + 0.5 * accel_vec * dt * dt;
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// v = v + a * t
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vel_vec += accel_vec * dt;
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#endif //]
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// and store them back.
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if (!pos.is_nan()) {
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current_object->set_position(pos);
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}
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if (!vel_vec.is_nan()) {
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current_object->set_velocity(vel_vec);
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}
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}
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}
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/**
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* Write a string representation of this instance to <out>.
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*/
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void LinearEulerIntegrator::
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output(ostream &out) const {
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#ifndef NDEBUG //[
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out<<"LinearEulerIntegrator";
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#endif //] NDEBUG
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}
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/**
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* Write a string representation of this instance to <out>.
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*/
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void LinearEulerIntegrator::
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write(ostream &out, unsigned int indent) const {
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#ifndef NDEBUG //[
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out.width(indent);
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out<<""<<"LinearEulerIntegrator:\n";
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LinearIntegrator::write(out, indent+2);
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#endif //] NDEBUG
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}
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