| 9 |
|
public: |
| 10 |
|
DCRollAFunctor(SimInfo* info) : DCRattleAFunctor(info) {} |
| 11 |
|
virtual int operator()(ConstraintAtom* consAtom1, ConstraintAtom* consAtom2); |
| 12 |
< |
//virtual int operator()(ConstraintAtom* consAtom,ConstraintRigidBody* consRB); |
| 12 |
> |
virtual int operator()(ConstraintAtom* consAtom,ConstraintRigidBody* consRB) {return consElemHandlerFail;} |
| 13 |
|
virtual int operator()(ConstraintRigidBody* consRB1, ConstraintRigidBody* consRB2); |
| 14 |
|
private: |
| 15 |
|
|
| 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& force); |
| 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 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& force); |
| 61 |
> |
void integrate(ConstraintRigidBody* consRB, const Vector3d& consForce); |
| 62 |
|
}; |
| 63 |
|
|
| 64 |
|
//////////////////////////////////////////////////////////////////////////////// |