| 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 |
|
|