1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
use na::RealField;
use crate::solver::IntegrationParameters;
use crate::force_generator::ForceGenerator;
use crate::object::{BodyPartHandle, BodySet};
use crate::math::{Force, ForceType, Velocity, Vector};
pub struct ConstantAcceleration<N: RealField> {
parts: Vec<BodyPartHandle>,
acceleration: Velocity<N>,
}
impl<N: RealField> 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: BodyPartHandle) {
self.parts.push(body)
}
}
impl<N: RealField> ForceGenerator<N> for ConstantAcceleration<N> {
fn apply(&mut self, _: &IntegrationParameters<N>, bodies: &mut BodySet<N>) -> bool {
let acceleration = self.acceleration;
self.parts.retain(|h| {
if let Some(body) = bodies.body_mut(h.0) {
body.apply_force(h.1,
&Force::new(acceleration.linear, acceleration.angular),
ForceType::AccelerationChange,
false);
true
} else {
false
}
});
!self.parts.is_empty()
}
}