Changeset 4558 in orxonox.OLD for orxonox/trunk/src/lib/physics
- Timestamp:
- Jun 8, 2005, 9:02:12 PM (19 years ago)
- Location:
- orxonox/trunk/src/lib/physics
- Files:
-
- 4 edited
Legend:
- Unmodified
- Added
- Removed
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orxonox/trunk/src/lib/physics/physics_engine.cc
r4519 r4558 1 /* 1 /* 2 2 orxonox - the future of 3D-vertical-scrollers 3 3 … … 28 28 \brief standard constructor 29 29 */ 30 PhysicsEngine::PhysicsEngine() 30 PhysicsEngine::PhysicsEngine() 31 31 { 32 32 this->setClassName ("PhysicsEngine"); … … 46 46 47 47 */ 48 PhysicsEngine::~PhysicsEngine () 48 PhysicsEngine::~PhysicsEngine () 49 49 { 50 50 PhysicsEngine::singletonRef = NULL; … … 71 71 void PhysicsEngine::removePhysicsInterface(PhysicsInterface* physicsInterface) 72 72 { 73 this->interfaces->remove(physicsInterface); 73 this->interfaces->remove(physicsInterface); 74 74 } 75 75 … … 99 99 \brief adds A Physical Connection to the List of Connections 100 100 \param connection the Connection to add 101 101 102 102 Usually this is done through the constructor of PhysicshConnections 103 103 */ … … 110 110 \brief removes A Physical Connection from the List of Connections 111 111 \param connection the Connection to remove 112 112 113 113 Usually this is done through the destructor of PhysicsConnections 114 114 */ … … 130 130 void PhysicsEngine::tick(float dt) 131 131 { 132 /* go through all the PhysicsInterface(s) and tick them, 133 meaning let the fields work */ 132 134 tIterator<PhysicsConnection>* itPC = this->connections->getIterator(); 133 135 PhysicsConnection* enumPC = itPC->nextElement(); … … 135 137 { 136 138 enumPC->apply(); 139 137 140 enumPC = itPC->nextElement(); 138 141 } 139 142 delete itPC; 140 143 141 144 /* actually tick all the PhysicsInterfaces. Move the objects around */ 142 145 tIterator<PhysicsInterface>* itPI = this->interfaces->getIterator(); 143 146 PhysicsInterface* enumPI = itPI->nextElement(); … … 145 148 { 146 149 enumPI->tickPhys(dt); 150 147 151 enumPI = itPI->nextElement(); 148 152 } -
orxonox/trunk/src/lib/physics/physics_engine.h
r4519 r4558 1 /*! 1 /*! 2 2 \file physics_engine.h 3 \brief Definition of the ...singleton Class4 3 \brief Definition of the PhysicsEngine-singleton Class 4 5 5 */ 6 6 … … 18 18 19 19 20 //! A default singleton class.20 //! A class, that brings things into motion through Physics. 21 21 class PhysicsEngine : public BaseObject { 22 22 … … 41 41 private: 42 42 PhysicsEngine(void); 43 static PhysicsEngine* singletonRef; //!< the singleton reference of the PhysicsEngine44 43 45 tList<PhysicsInterface>* interfaces; //!< a list of physically based objects 46 tList<Field>* fields; //!< a list of physicsl fields. 47 tList<PhysicsConnection>* connections; //!< a list of physical connections 44 private: 45 static PhysicsEngine* singletonRef; //!< the singleton reference of the PhysicsEngine 46 47 tList<PhysicsInterface>* interfaces; //!< a list of physically based objects 48 tList<Field>* fields; //!< a list of physicsl fields. 49 tList<PhysicsConnection>* connections; //!< a list of physical connections 48 50 }; 49 51 -
orxonox/trunk/src/lib/physics/physics_interface.cc
r4555 r4558 44 44 this->massChildren = 0; 45 45 this->forceSum = Vector(0, 0, 0); 46 this->bForceApplied = false; 46 47 47 48 PhysicsEngine::getInstance()->addPhysicsInterface(this); … … 97 98 PNode* tmp = (PNode*) objectPointer; 98 99 this->forceSum += field->calcForce(tmp->getAbsCoor()); 100 this->bForceApplied = true; 99 101 } 100 102 … … 107 109 // Vector acc = this->forceSum / ( this->massChildren + this->mass ); 108 110 PNode* coorTick = (PNode*)(this->objectPointer); 109 if (coorTick) 110 coorTick->setRelCoor(coorTick->getRelCoor() + this->forceSum/this->mass * dt); 111 if (this->bForceApplied && coorTick) 112 { 113 coorTick->shiftCoor((coorTick->getVelocity()+ this->forceSum/this->mass * dt)*dt); 114 115 this->bForceApplied = false; 116 } 111 117 this->forceSum = Vector(0,0,0); 112 // todo: introduce kinematics113 118 } -
orxonox/trunk/src/lib/physics/physics_interface.h
r4555 r4558 48 48 private: 49 49 void* objectPointer; //!< A Pointer to the object we handel (actually should be this) 50 51 50 52 float mass; //!< Mass of this object 51 53 float massChildren; //!< Sum of the masses of the children nodes 54 52 55 Vector forceSum; //!< Total central force for this tick 53 56 Quaternion momentumSum; //!< Total momentum in this tick 57 bool bForceApplied; //!< If a force was applied to this object. 54 58 }; 55 59
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