8 |
|
class DCRollAFunctor : public DCRattleAFunctor{ |
9 |
|
public: |
10 |
|
DCRollAFunctor(SimInfo* info) : DCRattleAFunctor(info) {} |
11 |
< |
//virtual int operator()(ConstraintAtom* consAtom1, ConstraintAtom* consAtom2); |
12 |
< |
//virtual int operator()(ConstraintAtom* consAtom,ConstraintRigidBody* consRB); |
11 |
> |
virtual int operator()(ConstraintAtom* consAtom1, ConstraintAtom* consAtom2); |
12 |
> |
virtual int operator()(ConstraintAtom* consAtom,ConstraintRigidBody* consRB) {return consElemHandlerFail;} |
13 |
|
virtual int operator()(ConstraintRigidBody* consRB1, ConstraintRigidBody* consRB2); |
14 |
|
private: |
15 |
< |
void getEffInvMassVec(ConstraintRigidBody* consRB, const Vector3d& bondDir, Vector3d& invMassVec); |
16 |
< |
void integrate(ConstraintRigidBody* consRB, const Vector3d& force); |
15 |
> |
|
16 |
> |
void calcZeta(ConstraintAtom* consAtom, const Vector3d& bondDir, Vector3d&zeta); |
17 |
> |
void integrate(ConstraintAtom* consAtom, const Vector3d& force); |
18 |
> |
|
19 |
> |
void calcZeta(ConstraintRigidBody* consRB, const Vector3d& bondDir, Vector3d& zeta); |
20 |
> |
void integrate(ConstraintRigidBody* consRB, const Vector3d& consForce); |
21 |
|
void rotationPropagation(StuntDouble* sd, double ji[3]); |
22 |
|
void rotate(int axes1, int axes2, double angle, double ji[3], double A[3][3]); |
23 |
|
}; |
50 |
|
class DCRollBFunctor : public DCRattleBFunctor{ |
51 |
|
public: |
52 |
|
DCRollBFunctor(SimInfo* info) : DCRattleBFunctor(info) {} |
53 |
< |
//virtual int operator()(ConstraintAtom* consAtom1, ConstraintAtom* consAtom2); |
54 |
< |
//virtual int operator()(ConstraintAtom* consAtom,ConstraintRigidBody* consRB); |
53 |
> |
virtual int operator()(ConstraintAtom* consAtom1, ConstraintAtom* consAtom2){return consElemHandlerFail;} |
54 |
> |
virtual int operator()(ConstraintAtom* consAtom,ConstraintRigidBody* consRB){return consElemHandlerFail;} |
55 |
|
virtual int operator()(ConstraintRigidBody* consRB1, ConstraintRigidBody* consRB2); |
56 |
|
private: |
57 |
< |
void getEffInvMassVec(ConstraintRigidBody* consRB, const Vector3d& bondDir, Vector3d& invMassVec); |
58 |
< |
void integrate(ConstraintRigidBody* consRB, const Vector3d& force); |
57 |
> |
//void getZeta(ConstraintAtom* consAtom, const Vector3d& bondDir, Vector3d& zeta); |
58 |
> |
//void integrate(ConstraintAtom* consAtom, const Vector3d& consForce); |
59 |
> |
|
60 |
> |
void getZeta(ConstraintRigidBody* consRB, const Vector3d& bondDir, Vector3d& zeta); |
61 |
> |
void integrate(ConstraintRigidBody* consRB, const Vector3d& consForce); |
62 |
|
}; |
63 |
|
|
64 |
|
//////////////////////////////////////////////////////////////////////////////// |
88 |
|
//////////////////////////////////////////////////////////////////////////////// |
89 |
|
//class RattleAlgorithm will encapsulate preConstraint, RattleA and RattleB |
90 |
|
//actually, we could use factory pattern to seperate the creation process |
91 |
< |
class RollFramework : public ConsAlgoFramework{ |
91 |
> |
class RollFramework : public VelVerletConsFramework{ |
92 |
|
public: |
93 |
< |
RollFramework(SimInfo* rhs) : ConsAlgoFramework(rhs){ |
93 |
> |
RollFramework(SimInfo* rhs) : VelVerletConsFramework(rhs){ |
94 |
|
raAlgo = new RollA(rhs); |
95 |
|
rbAlgo = new RollB(rhs); |
96 |
|
} |
100 |
|
delete rbAlgo; |
101 |
|
} |
102 |
|
|
103 |
< |
int doRollA(){ |
103 |
> |
virtual int doConstrainA(){ |
104 |
|
raAlgo->doConstrain(); |
105 |
|
return raAlgo->haveError()? -1 : 1; |
106 |
|
|
107 |
|
} |
108 |
|
|
109 |
< |
int doRollB(){ |
109 |
> |
virtual int doConstrainB(){ |
110 |
|
rbAlgo->doConstrain(); |
111 |
|
return rbAlgo->haveError()? -1 : 1; |
112 |
|
|