9 |
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public: |
10 |
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DCRollAFunctor(SimInfo* info) : DCRattleAFunctor(info) {} |
11 |
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virtual int operator()(ConstraintAtom* consAtom1, ConstraintAtom* consAtom2); |
12 |
< |
//virtual int operator()(ConstraintAtom* consAtom,ConstraintRigidBody* consRB); |
12 |
> |
virtual int operator()(ConstraintAtom* consAtom,ConstraintRigidBody* consRB) {return consElemHandlerFail;} |
13 |
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virtual int operator()(ConstraintRigidBody* consRB1, ConstraintRigidBody* consRB2); |
14 |
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private: |
15 |
|
|
17 |
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void integrate(ConstraintAtom* consAtom, const Vector3d& force); |
18 |
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19 |
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void calcZeta(ConstraintRigidBody* consRB, const Vector3d& bondDir, Vector3d& zeta); |
20 |
< |
void integrate(ConstraintRigidBody* consRB, const Vector3d& force); |
20 |
> |
void integrate(ConstraintRigidBody* consRB, const Vector3d& consForce); |
21 |
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void rotationPropagation(StuntDouble* sd, double ji[3]); |
22 |
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void rotate(int axes1, int axes2, double angle, double ji[3], double A[3][3]); |
23 |
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}; |
50 |
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class DCRollBFunctor : public DCRattleBFunctor{ |
51 |
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public: |
52 |
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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 |
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virtual int operator()(ConstraintRigidBody* consRB1, ConstraintRigidBody* consRB2); |
56 |
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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 |
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}; |
63 |
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64 |
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//////////////////////////////////////////////////////////////////////////////// |