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use na::Real;
use solver::IntegrationParameters;
use force_generator::ForceGenerator;
use object::{BodyHandle, BodySet};
use math::{Velocity, Vector};
pub struct ConstantAcceleration<N: Real> {
parts: Vec<BodyHandle>,
acceleration: Velocity<N>,
}
impl<N: Real> ConstantAcceleration<N> {
#[cfg(feature = "dim3")]
pub fn new(linear_acc: Vector<N>, angular_acc: Vector<N>) -> Self {
ConstantAcceleration {
parts: Vec::new(),
acceleration: Velocity::new(linear_acc, angular_acc),
}
}
#[cfg(feature = "dim2")]
pub fn new(linear_acc: Vector<N>, angular_acc: N) -> Self {
ConstantAcceleration {
parts: Vec::new(),
acceleration: Velocity::new(linear_acc, angular_acc),
}
}
pub fn add_body_part(&mut self, body: BodyHandle) {
self.parts.push(body)
}
}
impl<N: Real> ForceGenerator<N> for ConstantAcceleration<N> {
fn apply(&mut self, _: &IntegrationParameters<N>, bodies: &mut BodySet<N>) -> bool {
let mut i = 0;
while i < self.parts.len() {
let body = self.parts[i];
if bodies.contains(body) {
let mut part = bodies.body_part_mut(body);
let force = part.as_ref().inertia() * self.acceleration;
part.apply_force(&force);
i += 1;
} else {
let _ = self.parts.swap_remove(i);
}
}
true
}
}