git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@275 92aac97c-a6ce-11dd-a772-7fcde58d38e6
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/***************************************************************************
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* Copyright (C) 2009 Daniel Chappuis *
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****************************************************************************
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* This file is part of ReactPhysics3D. *
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* *
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* ReactPhysics3D is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU Lesser General Public License as published *
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* by the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* ReactPhysics3D is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Lesser General Public License for more details. *
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* *
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* You should have received a copy of the GNU Lesser General Public License *
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* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
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***************************************************************************/
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// Libraries
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#include "CollisionEngine.h"
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#include <cfloat>
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#include <GL/freeglut.h> // TODO : Remove this in the final version
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#include <GL/gl.h> // TODO : Remove this in the final version
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// We want to use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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// Constructor
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CollisionEngine::CollisionEngine(PhysicsWorld* world, const Time& timeStep)
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:DynamicEngine(world, timeStep) {
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}
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// Destructor
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CollisionEngine::~CollisionEngine() {
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}
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// Update the physics simulation
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void CollisionEngine::update() {
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// While the time accumulator is not empty
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while(timer.getAccumulator() >= timer.getTimeStep().getValue()) {
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// Remove all old collision contact constraints
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world->removeAllContactConstraints();
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// Compute the collision detection
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if (collisionDetection.computeCollisionDetection(world)) {
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// TODO : Delete this ----------------------------------------------------------
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for (std::vector<Constraint*>::const_iterator it = world->getConstraintListStartIterator(); it != world->getConstraintListEndIterator(); ++it) {
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RigidBody* rigidBody1 = dynamic_cast<RigidBody*>((*it)->getBody1());
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RigidBody* rigidBody2 = dynamic_cast<RigidBody*>((*it)->getBody2());
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rigidBody1->setIsMotionEnabled(false);
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rigidBody2->setIsMotionEnabled(false);
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}
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// -----------------------------------------------------------------------------
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}
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// For each body in the dynamic world
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for(std::vector<Body*>::const_iterator it = world->getBodyListStartIterator(); it != world->getBodyListEndIterator(); ++it) {
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// If the body is a RigidBody and if the rigid body motion is enabled
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RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
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if (rigidBody && rigidBody->getIsMotionEnabled()) {
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// Update the state of the rigid body with an entire time step
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updateBodyState(rigidBody, timer.getTimeStep());
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}
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}
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// Update the timer
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timer.update();
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}
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// For each body in the the dynamic world
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for(std::vector<Body*>::const_iterator it = world->getBodyListStartIterator(); it != world->getBodyListEndIterator(); ++it) {
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// If the body is a RigidBody and if the rigid body motion is enabled
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RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
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if (rigidBody && rigidBody->getIsMotionEnabled()) {
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// Update the interpolation factor of the rigid body
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// This one will be used to compute the interpolated state
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rigidBody->setInterpolationFactor(timer.getInterpolationFactor());
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}
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}
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}
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/***************************************************************************
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* Copyright (C) 2009 Daniel Chappuis *
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****************************************************************************
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* This file is part of ReactPhysics3D. *
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* *
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* ReactPhysics3D is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU Lesser General Public License as published *
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* by the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* ReactPhysics3D is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Lesser General Public License for more details. *
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* *
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* You should have received a copy of the GNU Lesser General Public License *
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* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
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***************************************************************************/
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#ifndef COLLISIONENGINE_H
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#define COLLISIONENGINE_H
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// Libraries
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#include "DynamicEngine.h"
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#include "../collision/CollisionDetection.h"
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// ReactPhysics3D namespace
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namespace reactphysics3d {
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/* -------------------------------------------------------------------
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Class CollisionEngine :
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This class implements the physics engine where bodies can
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collide. This class inherits from the class DynamicEngine.
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-------------------------------------------------------------------
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*/
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class CollisionEngine : public DynamicEngine {
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private :
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CollisionDetection collisionDetection; // Collision detection
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// ConstraintSolver constraintSolver; // Constraint solver
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public :
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CollisionEngine(PhysicsWorld* world, const Time& timeStep); // Constructor
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virtual ~CollisionEngine(); // Destructor
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virtual void update(); // Update the physics simulation
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};
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} // End of the ReactPhysics3D namespace
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#endif
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/****************************************************************************
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* Copyright (C) 2009 Daniel Chappuis *
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****************************************************************************
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* This file is part of ReactPhysics3D. *
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* *
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* ReactPhysics3D is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU Lesser General Public License as published *
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* by the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* ReactPhysics3D is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Lesser General Public License for more details. *
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* *
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* You should have received a copy of the GNU Lesser General Public License *
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* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
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***************************************************************************/
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// Libraries
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#include "DynamicEngine.h"
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#include "../integration/RungeKutta4.h"
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#include "../integration/ExplicitEuler.h"
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#include "../integration/SemiImplicitEuler.h"
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// We want to use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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// Constructor
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DynamicEngine::DynamicEngine(PhysicsWorld* world, const Time& timeStep)
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:PhysicsEngine(world, timeStep) {
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// Check if the pointer to the world is not NULL
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if (world == 0) {
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// Throw an exception
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throw std::invalid_argument("Exception in PhysicsEngine constructor : World pointer cannot be NULL");
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}
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// Creation of the Semi-Implicit Euler integration algorithm
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integrationAlgorithm = new SemiImplicitEuler();
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}
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// Copy-constructor
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DynamicEngine::DynamicEngine(const DynamicEngine& engine)
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:PhysicsEngine(engine) {
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integrationAlgorithm = engine.integrationAlgorithm;
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}
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// Destructor
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DynamicEngine::~DynamicEngine() {
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// Destroy the integration algorithm
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delete integrationAlgorithm;
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}
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// Update the state of a rigid body
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void DynamicEngine::updateBodyState(RigidBody* const rigidBody, const Time& timeStep) {
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// If the gravity force is on
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if(world->getIsGravityOn()) {
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// Apply the current gravity force to the body
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rigidBody->getCurrentBodyState().setForce(world->getGravity());
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}
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// The current body state of the body becomes the previous body state
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rigidBody->updatePreviousBodyState();
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// Integrate the current body state at time t to get the next state at time t + dt
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integrationAlgorithm->integrate(rigidBody->getCurrentBodyState(), timer.getTime(), timeStep);
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// If the body state has changed, we have to update some informations in the rigid body
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rigidBody->update();
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}
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// Update the physics simulation
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void DynamicEngine::update() {
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// Check if the physics simulation is running
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if (timer.getIsRunning()) {
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// While the time accumulator is not empty
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while(timer.getAccumulator() >= timer.getTimeStep().getValue()) {
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// For each body in the dynamic world
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for(std::vector<Body*>::const_iterator it = world->getBodyListStartIterator(); it != world->getBodyListEndIterator(); ++it) {
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// If the body is a RigidBody and if the rigid body motion is enabled
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RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
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if (rigidBody && rigidBody->getIsMotionEnabled()) {
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// Update the state of the rigid body
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updateBodyState(rigidBody, timer.getTimeStep());
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}
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}
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// Update the timer
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timer.update();
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}
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// For each body in the dynamic world
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for(std::vector<Body*>::const_iterator it = world->getBodyListStartIterator(); it != world->getBodyListEndIterator(); ++it) {
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// If the body is a RigidBody and if the rigid body motion is enabled
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RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
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if (rigidBody && rigidBody->getIsMotionEnabled()) {
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// Update the interpolation factor of the rigid body
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// This one will be used to compute the interpolated state
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rigidBody->setInterpolationFactor(timer.getInterpolationFactor());
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}
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}
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}
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}
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@ -1,58 +0,0 @@
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/****************************************************************************
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* Copyright (C) 2009 Daniel Chappuis *
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****************************************************************************
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* This file is part of ReactPhysics3D. *
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* *
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* ReactPhysics3D is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU Lesser General Public License as published *
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* by the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* ReactPhysics3D is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Lesser General Public License for more details. *
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* *
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* You should have received a copy of the GNU Lesser General Public License *
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* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
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***************************************************************************/
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#ifndef DYNAMICENGINE_H
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#define DYNAMICENGINE_H
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// Libraries
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#include "PhysicsEngine.h"
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#include "../integration/IntegrationAlgorithm.h"
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#include "../body/Body.h"
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#include "../body/RigidBody.h"
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#include "../body/BodyState.h"
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#include "PhysicsWorld.h"
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#include "../physics/physics.h"
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// Namespace ReactPhysics3D
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namespace reactphysics3d {
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/* -------------------------------------------------------------------
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Class DynamicEngine :
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This class that represents a physics engine where we use
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the dynamics to simulate the movement of bodies. The class
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DynamicEngine inherits from the class PhysicsEngine.
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-------------------------------------------------------------------
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*/
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class DynamicEngine : public PhysicsEngine {
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protected :
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IntegrationAlgorithm* integrationAlgorithm; // Integration algorithm used to solve differential equations of movement
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void updateBodyState(RigidBody* const rigidBody, const Time& timeStep); // Update the state of a rigid body
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public :
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DynamicEngine(PhysicsWorld* world, const Time& timeStep); // Constructor
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DynamicEngine(const DynamicEngine& engine); // Copy-constructor
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virtual ~DynamicEngine(); // Destructor
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virtual void update(); // Update the physics simulation
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};
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}
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#endif
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