reactphysics3d/sources/reactphysics3d/engine/DynamicEngine.cpp

82 lines
3.6 KiB
C++

/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D 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 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
// Libraries
#include "DynamicEngine.h"
// We want to use the ReactPhysics3D namespace
using namespace reactphysics3d;
// Constructor
DynamicEngine::DynamicEngine(DynamicWorld& world, const Time& timeStep)
:PhysicsEngine(world, timeStep) {
}
// Copy-constructor
DynamicEngine::DynamicEngine(const DynamicEngine& engine)
:PhysicsEngine(engine) {
numericalIntegrator = engine.numericalIntegrator;
}
// Destructor
DynamicEngine::~DynamicEngine() {
}
// Update the state of a rigid body
void DynamicEngine::updateBodyState(RigidBody* const rigidBody) {
// The current body state of the body becomes the previous body state
rigidBody->updatePreviousBodyState();
// Integrate the current body state at time t to get the next state at time t + dt
numericalIntegrator.integrate(rigidBody->getCurrentBodyState(), timer.getTime(), timer.getTimeStep());
}
// Update the physics simulation
void DynamicEngine::update() {
// While the time accumulator is not empty
while(timer.getAccumulator() >= timer.getTimeStep().getValue()) {
// For each body in the dynamic world
for(std::vector<Body*>::const_iterator it = world.getBodyListStartIterator(); it != world.getBodyListEndIterator(); ++it) {
// If the body is a RigidBody and if the rigid body motion is enabled
RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
if (rigidBody && rigidBody->getIsMotionEnabled()) {
// Update the state of the rigid body
updateBodyState(rigidBody);
}
}
// Update the timer
timer.update();
}
// For each body in the dynamic world
for(std::vector<Body*>::const_iterator it = world.getBodyListStartIterator(); it != world.getBodyListEndIterator(); ++it) {
// If the body is a RigidBody and if the rigid body motion is enabled
RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
if (rigidBody && rigidBody->getIsMotionEnabled()) {
// Update the interpolation factor of the rigid body
// This one will be used to compute the interpolated state
rigidBody->setInterpolationFactor(timer.getInterpolationFactor());
}
}
}