Example #1
0
void RigidCoordinator::coordinate(const ParticleVector& particles, const float proceedTime)
{
	const Math::Vector3d& objectCenter = getCenter( particles );
	const Math::Vector3d& velocityAverage = getAverageVelosity( particles );

	for( ParticleVector::const_iterator iter = particles.begin(); iter != particles.end(); ++iter ) {
		(*iter)->setVelocity( velocityAverage );
	}

	for( ParticleVector::const_iterator iter = particles.begin(); iter != particles.end(); ++iter ) {
		(*iter)->addCenter( -1.0 * objectCenter );
	}

	//std::cout << getCenter( particles ).x << std::endl;
	//std::cout << getCenter( particles ).y << std::endl;
	//std::cout << getCenter( particles ).z << std::endl;

	//assert( getCenter( particles ) == Math::Vector3d( 0.0, 0.0, 0.0 ) );

	Math::Vector3d inertiaMoment( 0.0, 0.0, 0.0 );
	Math::Vector3d torque( 0.0, 0.0, 0.0 );
	
	for( ParticleVector::const_iterator iter = particles.begin(); iter != particles.end(); ++iter ) {
		Particle* particle = (*iter);
		const Math::Vector3d& center = particle->getCenter();
		
		Math::Vector3d particleMoment( pow( center.getY(), 2) + pow( center.getZ(), 2),
			pow( center.getZ(), 2 ) + pow( center.getX(), 2),
			pow( center.getX(), 2 ) + pow( center.getY(), 2) );
		inertiaMoment += (particleMoment) * particle->getMass();

		const Math::Vector3d diffVector( Math::Vector3d( 0.0, 0.0, 0.0), particle->getCenter() );
		const Math::Vector3d& particleTorque = diffVector.getOuterProduct( particle->getForce() * particle->getVolume() );
		torque += particleTorque;
	}

	getAngleVelosity( inertiaMoment , torque, proceedTime );

	if( Math::Tolerances::isEqualStrictly( angleVelosity.getLength() ) ) {
		for( ParticleVector::const_iterator iter = particles.begin(); iter != particles.end(); ++iter ) {
			(*iter)->addCenter( objectCenter );
		}
		convertToFluidForce( particles);
		return;
	}
	const float rotateAngle = angleVelosity.getLength() * proceedTime;
	if( rotateAngle < 1.0e-5 ) {
		for( ParticleVector::const_iterator iter = particles.begin(); iter != particles.end(); ++iter ) {
			(*iter)->addCenter( objectCenter );
		}
		convertToFluidForce( particles);
		return;
	}

	Math::Quaternion quaternion( angleVelosity.getNormalized(), rotateAngle );
	const Math::Matrix3d& rotateMatrix = quaternion.getMatrix();
/*	for( ParticleVector::const_iterator iter = particles.begin(); iter != particles.end(); ++iter ) {
		(*iter)->variable.center.rotate( rotateMatrix );
	}

	for( ParticleVector::const_iterator iter = particles.begin(); iter != particles.end(); ++iter ) {
		(*iter)->variable.center += objectCenter;
	} */
	convertToFluidForce( particles );
}