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source: orxonox.OLD/orxonox/branches/physics/src/IPhys.cc @ 3688

Last change on this file since 3688 was 2849, checked in by adrian, 20 years ago

orxonox/branches/buerli: Physics engine V1 → before new inheritance structure

File size: 2.4 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Adrian Buerli
13*/
14
15#include <iostream>
16
17#include "IPhys.h"
18#include "stdincl.h"
19
20using namespace std;
21
22IPhys::IPhys ()
23{
24}
25
26IPhys::~IPhys ()
27{
28}
29
30// Simulation
31void IPhys::simIterate(Uint32 deltaT){
32        Vector Accel;
33        switch (behav) {
34        case B_MASS_POINT:
35                Accel = resForce / m;
36                vel = vel + (Accel * deltaT);
37                pos = pos + (vel * deltaT);
38        break;
39        case B_RIGID_BODY:
40        break;
41        case B_ELAST_BODY:
42        break;
43        case I_SPRING_LINEAR:
44               
45        break;
46        case I_DMPSPR_LINEAR:
47        break;
48        case I_SPRING_MOMENTUM:
49        break;
50        case I_DMPSPR_MOMENTUM:
51        break;
52        case F_GRAVITY:
53        break;
54        case F_HOVER:
55        break;
56        case F_SHOCKWAVE:
57        break;
58        case F_BEAM:
59        break;
60        default:;
61        }
62        resForce = Vector(0,0,0);
63};
64
65       
66// Exertion of external forces
67void IPhys::exertForce( Vector force ){
68        resForce = resForce + force;
69};
70
71void IPhys::exertMomentum( Vector Momentum ){
72        resMomentum = resMomentum + Momentum;
73};
74
75// set attributes       
76void IPhys::setBehaviour( IPHYS_BEHAVIOUR desiredBehaviour ){
77        behav = desiredBehaviour;
78};
79
80void IPhys::setBody( float mass ){
81        m = mass;
82};
83
84void IPhys::setBody( float mass, float inertMoment[] ){
85        m = mass;
86        //inertM = inertMoment;
87};
88
89void IPhys::setBody( float mass, float inertMoment[], float YoungsModulus ){
90        m = mass;
91        //inertM = inertMoment;
92        YE = YoungsModulus;
93};
94       
95void IPhys::setMounts( WorldEntity *point1, WorldEntity *point2 ){
96        mounts[0] = point1;
97        mounts[1] = point2;
98};
99
100void IPhys::setSpring( float neutralLength, float springConst ){
101        spNeutralL = neutralLength;
102        spConst = springConst;
103};
104
105void IPhys::setSpring( float neutralLength, float springConst, float damping ){
106        spNeutralL = neutralLength;
107        spConst = springConst;
108        dmp = damping;
109};
110
111void IPhys::setSpring( Quaternion neutralOrientation, float springConst ){
112        mspNeutralOri = neutralOrientation;
113        spConst = springConst;
114};
115void IPhys::setSpring( Quaternion neutralOrientation, float springConst, float damping ){
116        mspNeutralOri = neutralOrientation;
117        spConst = springConst;
118        dmp = damping;
119};
120
121   
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