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authorCyrille Henry <nusmuk@users.sourceforge.net>2013-04-08 20:42:34 +0000
committerCyrille Henry <nusmuk@users.sourceforge.net>2013-04-08 20:42:34 +0000
commitf4e258a9d70ea1355e3e4bcce676e35c511ff3f3 (patch)
tree350792fc2bbcad65b5e244bfec9a3bbbeaa0e7a5 /pmpd3d_core.c
parent5898fb4285c6bf48e923c2681be950b5bd7ac05c (diff)
add a "overdamp factor"
svn path=/trunk/externals/pmpd/; revision=17070
Diffstat (limited to 'pmpd3d_core.c')
-rw-r--r--pmpd3d_core.c25
1 files changed, 24 insertions, 1 deletions
diff --git a/pmpd3d_core.c b/pmpd3d_core.c
index a2a0d16..1ad06fd 100644
--- a/pmpd3d_core.c
+++ b/pmpd3d_core.c
@@ -74,7 +74,7 @@ void *pmpd3d_new()
void pmpd3d_bang(t_pmpd3d *x)
{
// this part is doing all the PM
- t_float F, L, Lx,Ly, Lz, Fx, Fy, Fz, tmpX, tmpY, tmpZ, speed;
+ t_float F, L, Lx,Ly, Lz, Fx, Fy, Fz, tmp, tmpX, tmpY, tmpZ, speed;
t_int i;
// post("bang");
@@ -82,15 +82,34 @@ void pmpd3d_bang(t_pmpd3d *x)
// compute new masses position
if (x->mass[i].mobile > 0) // only if mobile
{
+ // amplify force that opose to movement
+ if (x->mass[i].overdamp != 0)
+ {
+ tmp = x->mass[i].speedX * x->mass[i].forceX + x->mass[i].speedY * x->mass[i].forceY + x->mass[i].speedZ * x->mass[i].forceZ;
+ tmp = min(0,tmp); // overdamped only if force opose movment
+ tmp *= -x->mass[i].overdamp;
+ tmp += 1;
+ x->mass[i].forceX *= tmp;
+ x->mass[i].forceY *= tmp;
+ x->mass[i].forceZ *= tmp;
+ }
+
+ // compute new velocity thanks to forces. (Forces = M * acceleration)
x->mass[i].speedX += x->mass[i].forceX * x->mass[i].invM;
x->mass[i].speedY += x->mass[i].forceY * x->mass[i].invM;
x->mass[i].speedZ += x->mass[i].forceZ * x->mass[i].invM;
+
+ // no need to reset force to 0, because we compute a new force latter thanks to velocity damping
// x->mass[i].forceX = 0;
// x->mass[i].forceY = 0;
// x->mass[i].forceZ = 0;
+
+ // compute new speed thanks to new velocity
x->mass[i].posX += x->mass[i].speedX ;
x->mass[i].posY += x->mass[i].speedY ;
x->mass[i].posZ += x->mass[i].speedZ ;
+
+ // space limitation
if ( (x->mass[i].posX < x->minX) || (x->mass[i].posX > x->maxX) || (x->mass[i].posY < x->minY)
|| (x->mass[i].posY > x->maxY) || (x->mass[i].posZ < x->minZ) || (x->mass[i].posZ > x->maxZ) )
{
@@ -104,9 +123,12 @@ void pmpd3d_bang(t_pmpd3d *x)
x->mass[i].posY = tmpY;
x->mass[i].posZ = tmpZ;
}
+ // velocity damping of every masse (set a new force)
x->mass[i].forceX = -x->mass[i].D2 * x->mass[i].speedX;
x->mass[i].forceY = -x->mass[i].D2 * x->mass[i].speedY;
x->mass[i].forceZ = -x->mass[i].D2 * x->mass[i].speedZ;
+
+ // offset on velocity damping (to impose a specific velocity)
speed = sqrt(x->mass[i].speedX * x->mass[i].speedX + x->mass[i].speedY * x->mass[i].speedY + x->mass[i].speedZ * x->mass[i].speedZ);
if (speed != 0) {
x->mass[i].forceX += x->mass[i].D2offset * (x->mass[i].speedX/speed);
@@ -186,6 +208,7 @@ void pmpd3d_mass(t_pmpd3d *x, t_symbol *s, int argc, t_atom *argv)
x->mass[x->nb_mass].num = x->nb_mass;
x->mass[x->nb_mass].D2 = 0;
x->mass[x->nb_mass].D2offset = 0;
+ x->mass[x->nb_mass].overdamp = 0;
x->nb_mass++ ;
x->nb_mass = min ( nb_max_mass -1, x->nb_mass );