/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 orx This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. ### File Specific: main-programmer: Patrick Boenzli co-programmer: Benjamin Grauer bensch: renamed the file */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_PHYSICS #include "physics_interface.h" #include "physics_engine.h" #include "field.h" #include "p_node.h" #include "string.h" #include "stdincl.h" /** * standard constructor */ PhysicsInterface::PhysicsInterface () { this->setClassID(CL_PHYSICS_INTERFACE, "PhysicsInterface"); this->mass = 1; this->massChildren = 0; this->forceSum = Vector(0, 0, 0); this->bForceApplied = false; } /** * standard deconstructor */ PhysicsInterface::~PhysicsInterface () { } /** * recalculates the total mass of all the children of this node (only availiable for PNodes) */ void PhysicsInterface::recalcMass() { /* PNode* massCalcPNode = dynamic_cast(this); //! @todo not sure if this will work .... float massSum = 0; tIterator* iterator = massCalcPNode->children->getIterator(); PNode* pn = iterator->firstElement(); while( pn != NULL) { // todo: find out if children are PhysicsInterface in an efficient way if (strcmp( pn->getClassName(), "PhysicsInterface")) { massSum += ((PhysicsInterface*)pn)->getTotalMass(); } pn = iterator->nextElement(); } delete iterator; if (massSum != this->massChildren ) { this->massChildren = massSum; if (strcmp( massCalcPNode->parent->getClassName(), "PhysicsInterface")) ((PhysicsInterface*)massCalcPNode->parent)->recalcMass(); } else { this->massChildren = massSum; } */ } /** * applyes a field to this Object * @param field the field to apply * * this function is virtual, and !must be reimplemented if the Member is !NOT! a PNode */ void PhysicsInterface::applyField(Field* field) { PNode* tmp = dynamic_cast((BaseObject*)this); this->forceSum += field->calcForce(tmp->getAbsCoor()); this->bForceApplied = true; } void PhysicsInterface::applyForce(const Vector& force) { this->forceSum += force; this->bForceApplied = true; } /** * ticks the PhysicsEffect * @param dt: the value about which to tick */ void PhysicsInterface::tickPhys( float dt ) { // Vector acc = this->forceSum / ( this->massChildren + this->mass ); PNode* coorTick = dynamic_cast((BaseObject*)this); if (coorTick != NULL ) coorTick->shiftCoor((coorTick->getVelocity()+ this->forceSum/this->mass*dt)*dt); if (this->bForceApplied) { this->bForceApplied = false; this->forceSum = Vector(0,0,0); } }