git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@87 92aac97c-a6ce-11dd-a772-7fcde58d38e6
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@ -64,6 +64,29 @@ void BodyState::recalculate() {
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spin = Quaternion(0, angularVelocity.getX(), angularVelocity.getY(), angularVelocity.getZ()) * orientation * 0.5;
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spin = Quaternion(0, angularVelocity.getX(), angularVelocity.getY(), angularVelocity.getZ()) * orientation * 0.5;
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}
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}
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// Compute the body state at time t + dt
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void computeAtTime(const Time& time, const Time& timeStep, const DerivativeBodyState& lastDerivativeBodyState) {
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double t = time.getValue(); // Current time
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double dt = timeStep.getValue(); // Timestep
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// Compute the position at time t + dt
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position = position + lastDerivativeBodyState.getLinearVelocity() * dt;
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// Compute the linear momentum at time t + dt
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linearMomentum = linearMomentum + lastDerivativeBodyState.force * dt;
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// Compute the orientation at time t + dt
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orientation = orientation + lastDerivativeBodyState.getSpin() * dt;
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// Compute the angular momentum at time t + dt
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angularMomentum = angularMomentum + lastDerivativeBodyState.torque * dt;
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// Recalculate the secondary values of the body state
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recalculate();
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}
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// Overloaded operator for the multiplication with a number
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// Overloaded operator for the multiplication with a number
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BodyState BodyState::operator*(double number) const {
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BodyState BodyState::operator*(double number) const {
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// TODO : Implement this method
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// TODO : Implement this method
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@ -67,7 +67,10 @@ class BodyState {
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void setMassInverse(Kilogram massInverse); // Set the inverse of the mass
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void setMassInverse(Kilogram massInverse); // Set the inverse of the mass
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void setInertiaTensorInverse(const Matrix3x3& inertiaTensorInverse); // Set the inverse of the inertia tensor
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void setInertiaTensorInverse(const Matrix3x3& inertiaTensorInverse); // Set the inverse of the inertia tensor
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void recalculate(); // Recalculate the secondary values of the BodyState
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void recalculate(); // Recalculate the secondary values
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// of the BodyState from the primary ones
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void computeAtTime(const Time& time, const Time& timeStep,
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const DerivativeBodyState& lastDerivativeBodyState); // Compute the body state at time t + dt
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// Overloaded operators
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// Overloaded operators
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BodyState operator*(double number) const; // Overloaded operator for the multiplication with a number
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BodyState operator*(double number) const; // Overloaded operator for the multiplication with a number
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43
sources/reactphysics3d/body/DerivativeBodyState.cpp
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43
sources/reactphysics3d/body/DerivativeBodyState.cpp
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@ -0,0 +1,43 @@
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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 General Public License as published by *
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* 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 General Public License for more details. *
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* *
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* You should have received a copy of the GNU 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 "DerivativeBodyState.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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DerivativeBodyState::DerivativeBodyState(const Vector3D& linearVelocity, const Vector3D& force, const Vector3D& torque,
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const Quaternion& spin) : linearVelocity(linearVelocity), force(force), torque(torque),
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spin(spin) {
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}
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// Copy-constructor
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DerivativeBodyState::DerivativeBodyState(const DerivativeBodyState& derivativeBodyState)
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: linearVelocity(derivativeBodyState.linearVelocity), force(derivativeBodyState.force),
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torque(derivativeBodyState.torque), spin(derivativeBodyState.spin) {
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}
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// Destructor
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DerivativeBodyState::~DerivativeBodyState() {
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}
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79
sources/reactphysics3d/body/DerivativeBodyState.h
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79
sources/reactphysics3d/body/DerivativeBodyState.h
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@ -0,0 +1,79 @@
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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 General Public License as published by *
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* 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 General Public License for more details. *
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* *
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* You should have received a copy of the GNU 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 DERIVATIVEBODYSTATE_H
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#define DERIVATIVEBODYSTATE_H
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// Libraries
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#include "../mathematics/mathematics.h"
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// Namespace ReactPhysics3D
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namespace reactphysics3d {
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/* -------------------------------------------------------------------
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Class DerivativeBodyState :
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This class represents a derivative of a body state at time t.
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This class is used in the numerical integrator to compute the
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derivative of a body state at different times.
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-------------------------------------------------------------------
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*/
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class DerivativeBodyState {
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private :
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Vector3D linearVelocity; // Linear velocity of the body
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Vector3D force; // Force applied to the body
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Vector3D torque; // Torque applied to the body
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Quaternion spin; // Quaternion spin of the body
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public :
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DerivativeBodyState(const Vector3D& linearVelocity, const Vector3D& force, const Vector3D& torque,
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const Quaternion& spin); // Constructor
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DerivativeBodyState(const DerivativeBodyState& derivativeBodyState); // Copy-constructor
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virtual ~DerivativeBodyState(); // Destructor
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Vector3D getLinearVelocity() const; // Return the linear velocity
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Vector3D getForce() const; // Return the force
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Vector3D getTorque() const; // Return the torque
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Quaternion getSpin() const; // Return the spin
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};
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// --- Inline functions --- //
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// Return the linear velocity
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inline Vector3D DerivativeBodyState::getLinearVelocity() const {
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return linearVelocity;
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}
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// Return the force
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inline Vector3D DerivativeBodyState::getForce() const {
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return force;
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}
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// Return the torque
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inline Vector3D DerivativeBodyState::getTorque() const {
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return torque;
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}
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// Return the spin
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inline Quaternion DerivativeBodyState::getSpin() const {
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return spin;
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}
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}
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#endif
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