void LaserCooledIon::velocity_scale(double dt) {
    // Note that this routine is called with dt/2, so use
    // of "dt" referring to the complete timestep requires
    // multiplication by 2.
    // double two_dt = 2.0*dt;

    // Eqn. 3.6, undo friction term
    Vector3D friction = get_friction();
    this->Ion::kick(dt, friction);

    // Eqn. 3.7
    // vel_.z /= 1.0 + two_dt*dt*ionType_.beta/ionType_.mass;
    vel_.z /= 1.0 + dt*ionType_.beta/ionType_.mass;
}
Beispiel #2
0
void    slow_droite(map &map, player &pl)
{
    int   friction;

    friction = get_friction(map, pl);
    if (ok(map, pl))
    {
        if (pl._v.x > 0)
            pl._v.x -= 0.001 * friction;
    }
    else
    {
        pl._v.x = 0;
    }
}
Beispiel #3
0
void    slow_gauche(map &map, player &pl)
{
    int   friction;
    int cx, cy;

    cx = pl._pos.x / 32;
    cy = (pl._pos.y + 32) / 32;
    friction = get_friction(map, pl);
    if (ok(map, pl))
    {
        if (pl._v.x < 0)
            pl._v.x += 0.001 * friction;
    }
    else
    {
        pl._v.x = 0;
    }
}