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@ -27,7 +27,7 @@
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#include "deg_2_rad.h"
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#include "compose_matrix.h"
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#include <notify.h>
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#include "notify.h"
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#include "fltnames.h"
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#include "lquaternion_src.h"
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@ -27,7 +27,7 @@
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// Description : constructor
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////////////////////////////////////////////////////////////////////
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AngularEulerIntegrator::
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AngularEulerIntegrator(void) {
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AngularEulerIntegrator() {
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}
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////////////////////////////////////////////////////////////////////
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@ -36,7 +36,7 @@ AngularEulerIntegrator(void) {
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// Description : destructor
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////////////////////////////////////////////////////////////////////
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AngularEulerIntegrator::
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~AngularEulerIntegrator(void) {
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~AngularEulerIntegrator() {
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}
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////////////////////////////////////////////////////////////////////
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@ -48,7 +48,7 @@ AngularEulerIntegrator::
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////////////////////////////////////////////////////////////////////
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void AngularEulerIntegrator::
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child_integrate(Physical *physical,
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pvector< PT(AngularForce) >& forces,
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AngularForceVector& forces,
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float dt) {
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// perform the precomputation. Note that the vector returned by
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// get_precomputed_matrices() has the matrices loaded in order of force
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@ -65,26 +65,27 @@ child_integrate(Physical *physical,
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// velocity of each physicsobject in the set. Accordingly, we have
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// to grunt our way through each one. wrt caching of the xform matrix
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// should help.
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pvector< PT(PhysicsObject) >::const_iterator current_object_iter;
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PhysicsObject::Vector::const_iterator current_object_iter;
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current_object_iter = physical->get_object_vector().begin();
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for (; current_object_iter != physical->get_object_vector().end();
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++current_object_iter) {
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PhysicsObject *current_object = *current_object_iter;
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// bail out if this object doesn't exist or doesn't want to be
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// processed.
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if (current_object == (PhysicsObject *) NULL)
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if (current_object == (PhysicsObject *) NULL) {
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continue;
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}
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if (current_object->get_active() == false)
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if (current_object->get_active() == false) {
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continue;
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}
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LVector3f accum_vec(0, 0, 0);
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// set up the traversal stuff.
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ForceNode *force_node;
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pvector< PT(AngularForce) >::const_iterator f_cur;
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AngularForceVector::const_iterator f_cur;
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LVector3f f;
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@ -95,8 +96,9 @@ child_integrate(Physical *physical,
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AngularForce *cur_force = *f_cur;
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// make sure the force is turned on.
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if (cur_force->get_active() == false)
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if (cur_force->get_active() == false) {
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continue;
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}
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force_node = cur_force->get_force_node();
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@ -113,8 +115,9 @@ child_integrate(Physical *physical,
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AngularForce *cur_force = *f_cur;
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// make sure the force is turned on.
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if (cur_force->get_active() == false)
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if (cur_force->get_active() == false) {
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continue;
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}
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force_node = cur_force->get_force_node();
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@ -21,7 +21,7 @@
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// Access : protected
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////////////////////////////////////////////////////////////////////
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INLINE const pvector< LMatrix4f > &BaseIntegrator::
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get_precomputed_linear_matrices(void) const {
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get_precomputed_linear_matrices() const {
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return _precomputed_linear_matrices;
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}
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@ -30,6 +30,6 @@ get_precomputed_linear_matrices(void) const {
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// Access : protected
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////////////////////////////////////////////////////////////////////
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INLINE const pvector< LMatrix4f > &BaseIntegrator::
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get_precomputed_angular_matrices(void) const {
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get_precomputed_angular_matrices() const {
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return _precomputed_angular_matrices;
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}
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@ -19,7 +19,7 @@
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#ifndef LINESTREAM_H
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#define LINESTREAM_H
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#include <pandabase.h>
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#include "pandabase.h"
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#include "lineStreamBuf.h"
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