Esempio n. 1
0
inline void pointdynamics(point_t *curpt)           // Calculate point movement
{
    GLdouble r = vnorm(&curpt->pos);
    vector_t grav;
    vector_t rotf;
    vector_t coriolis;

    if(r > c_Re) {                                  // Points outside Earth
        grav = vscale(-c_Ge * curpt->m / pow(r,3), &curpt->pos);
        vaddto(&curpt->f, &grav);
    } else {                                        // Take care of points that
        vector_t scaled;                            // are inside Earth
        curpt->pos = vscale(c_Re / vnorm(&curpt->pos), &curpt->pos);
        scaled = vscale(-vdot(&curpt->pos, &curpt->v) / c_Re / c_Re, &curpt->pos);
        vaddto(&curpt->v, &scaled);
        curpt->v = vscale(0, &curpt->v);
    }

    rotf = vscale(c_Vang * c_Vang * curpt->m, &curpt->pos);
    rotf.z = 0;
    vset(&coriolis, 2 * curpt->v.y * curpt->m * c_Vang, -2 * curpt->v.x * curpt->m * c_Vang, 0);
    vaddto(&curpt->f, &rotf);
    vaddto(&curpt->f, &coriolis);
    vaddscaled(&curpt->v, TIMESTEP / curpt->m, &curpt->f);
    vaddscaled(&curpt->pos, TIMESTEP, &curpt->v);
    if(curtime <= 0) { curpt->v = vscale(.99, &curpt->v); }
}
Esempio n. 2
0
void simul()
{
    for(int i = 0; i < numpoints; i++) { vset(&points[i].f, 0, 0, 0); }

    for(int i = 0; i < numpoints - 1; i++) {
        vector_t vdiff;
        GLdouble axialv, frict, elast;

        vector_t diff = vsub(&points[i+1].pos, &points[i].pos);
        GLdouble l = vnorm(&diff);
        vector_t f;

        elast = points[i].k * (1 - points[i].initlen / l);
        if(elast < 0) { elast = 0; }
        points[i].tension = elast * l;

        vdiff = vsub(&points[i+1].v, &points[i].v);
        axialv = vdot(&vdiff, &diff) / l;
        frict = axialv / l * points[i].frict;

        f = vscale(elast + frict, &diff);
        vaddto(&points[i].f, &f);
        vsubfrom(&points[i+1].f, &f);
    }

    for(int i = 0; i < numpoints; i++) {
        double loading = points[i].tension / points[i].crosssect / c_Slim;
        if(loading > 1 && curtime > 0) {
            points[i].k = 0;
            points[i].frict = 0;
        }
    }

    for(int i = 0; i < numpoints; i++) { pointdynamics(&points[i]); }

    {
        points[0].pos.x = c_Re * cos(0 / 180.0 * M_PI);
        points[0].pos.y = 0;
        points[0].pos.z = c_Re * sin(0 / 180.0 * M_PI);
        vset(&points[0].v, 0, 0, 0);
        if(curtime > 1) {
            points[BREAKPOINT].k = 0;
            points[BREAKPOINT].frict = 0;
        }
    }

    curtime += TIMESTEP;
}
Esempio n. 3
0
File: skin.c Progetto: Lenbok/dormin
static void translate (State *s, float *vdst, float *ndst)
{
    int i, j;
    struct abone *b;
    float *vsrc = s->ptrs[0];
    float *nsrc =
        (float *) ((char *) vsrc + AL32 (s->num_vertices * 3 * sizeof (GLfloat)));
    struct skin *skin = s->skin;

#ifdef TIMING
    double S = now (), E;
#endif

#ifdef USE_ALTIVEC
    vector unsigned char p0 =
        { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 16, 17, 18, 19 };
    vector unsigned char p1 =
        { 4, 5, 6, 7, 8, 9, 10, 11, 16, 17, 18, 19, 20, 21, 22, 23 };
    vector unsigned char p2 =
        { 8, 9, 10, 11, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27 };

    for (i = 0, j = 0; i < s->num_vertices >> 2; ++i, j += 48) {
        vector float v0, v1, v2, n0, n1, n2;
        vector float vx, vy, vz, nx, ny, nz;
        vector float vr0, vr1, vr2, vr3;
        vector float nr0, nr1, nr2, nr3;

#ifdef G4
        if (!(i & 3)) {
            DCB (dcbz, vdst, j);
            DCB (dcbz, ndst, j);
        }

        DCB (dcbz, vdst, j + 32);
        DCB (dcbz, ndst, j + 32);
#endif

        DCB (dcbt, skin, 0);
        DCB (dcbt, skin + 1, 0);
        DCB (dcbt, skin + 2, 0);
        DCB (dcbt, skin + 3, 0);

        DCB (dcbt, vsrc, j + 64);
        DCB (dcbt, nsrc, j + 64);
        DCB (dcbt, vsrc, j + 96);
        DCB (dcbt, nsrc, j + 96);

        /* Load */
        v0 = vec_ld (j, vsrc);
        v1 = vec_ld (j + 16, vsrc);
        v2 = vec_ld (j + 32, vsrc);
        n0 = vec_ld (j, nsrc);
        n1 = vec_ld (j + 16, nsrc);
        n2 = vec_ld (j + 32, nsrc);

        /* First vertex/normal */
        vx = vec_splat (v0, 0);
        vy = vec_splat (v0, 1);
        vz = vec_splat (v0, 2);
        nx = vec_splat (n0, 0);
        ny = vec_splat (n0, 1);
        nz = vec_splat (n0, 2);

        vr0 = appbones (s, skin, vx, vy, vz, nx, ny, nz, &nr0);
        skin++;

        /* Second vertex/normal */
        vx = vec_splat (v0, 3);
        vy = vec_splat (v1, 0);
        vz = vec_splat (v1, 1);
        nx = vec_splat (n0, 3);
        ny = vec_splat (n1, 0);
        nz = vec_splat (n1, 1);

        vr1 = appbones (s, skin, vx, vy, vz, nx, ny, nz, &nr1);
        skin++;

        /* Third vertex/normal */
        vx = vec_splat (v1, 2);
        vy = vec_splat (v1, 3);
        vz = vec_splat (v2, 0);
        nx = vec_splat (n1, 2);
        ny = vec_splat (n1, 3);
        nz = vec_splat (n2, 0);

        vr2 = appbones (s, skin, vx, vy, vz, nx, ny, nz, &nr2);
        skin++;

        /* Fourth vertex/normal */
        vx = vec_splat (v2, 1);
        vy = vec_splat (v2, 2);
        vz = vec_splat (v2, 3);
        nx = vec_splat (n2, 1);
        ny = vec_splat (n2, 2);
        nz = vec_splat (n2, 3);

        vr3 = appbones (s, skin, vx, vy, vz, nx, ny, nz, &nr3);
        skin++;

        /* Assemble */
        v0 = vec_perm (vr0, vr1, p0);
        v1 = vec_perm (vr1, vr2, p1);
        v2 = vec_perm (vr2, vr3, p2);

        n0 = vec_perm (nr0, nr1, p0);
        n1 = vec_perm (nr1, nr2, p1);
        n2 = vec_perm (nr2, nr3, p2);

        /* Store */
        vec_st (v0, j, vdst);
        vec_st (v1, j + 16, vdst);
        vec_st (v2, j + 32, vdst);

        vec_st (n0, j, ndst);
        vec_st (n1, j + 16, ndst);
        vec_st (n2, j + 32, ndst);
    }

    i <<= 2;
    vsrc += i*3;
    nsrc += i*3;
    vdst += i*3;
    ndst += i*3;
#else
    i = 0;
#endif

    for (; i < s->num_vertices; ++i, vsrc += 3, nsrc += 3, vdst += 3, ndst += 3,
             ++skin)
    {
        int num_bones, bone_index;
        float v[3] = {0,0,0}, n[3] = {0,0,0}, v0[4], v1[4], w;

        num_bones = skin->boneinfo & 3;
        bone_index = skin->boneinfo >> 2;
        for (j = 0; j < num_bones; ++j) {
            w = skin->weights[j];
            b = &s->abones[bone_index & 0x3ff];
            bone_index >>= 10;

            mapply_to_point (v1, b->cm, vsrc);
            v1[0] *= w;
            v1[1] *= w;
            v1[2] *= w;

            mapply_to_vector (v0, b->cm, nsrc);
            v0[0] *= w;
            v0[1] *= w;
            v0[2] *= w;

            vaddto (v, v1);
            vaddto (n, v0);
        }

        vcopy (vdst, v);
        vcopy (ndst, n);
    }

#ifdef TIMING
    E = now ();
    printf ("took %f sec\n", E - S);
#endif
}