update the frame, returns a matrix representing the delta transform that can be applied to particles to teleport them to the frame's new location
| 33 | // update the frame, returns a matrix representing the delta transform that |
| 34 | // can be applied to particles to teleport them to the frame's new location |
| 35 | void Move(Vec3 newPosition, Quat newRotation, float dt) |
| 36 | { |
| 37 | const float invDt = 1.0f/dt; |
| 38 | |
| 39 | // calculate new velocity |
| 40 | Vec3 newVelocity = (newPosition-position)*invDt; |
| 41 | Vec3 newOmega = 2.0f*Vec3(Quat(newRotation-rotation)*Inverse(rotation)*invDt); |
| 42 | |
| 43 | // calculate new acceleration |
| 44 | Vec3 newAcceleration = (newVelocity-velocity)*invDt; |
| 45 | Vec3 newTau = (newOmega-omega)*invDt; |
| 46 | |
| 47 | // calculate delta transform |
| 48 | Matrix44 LocalFromOld = AffineInverse(TranslationMatrix(Point3(position))*RotationMatrix(rotation)); |
| 49 | Matrix44 NewFromLocal = TranslationMatrix(Point3(newPosition))*RotationMatrix(newRotation); |
| 50 | |
| 51 | // update delta transform |
| 52 | delta = NewFromLocal*LocalFromOld; |
| 53 | |
| 54 | // position |
| 55 | position = newPosition; |
| 56 | rotation = newRotation; |
| 57 | |
| 58 | // update velocity |
| 59 | velocity = newVelocity; |
| 60 | omega = newOmega; |
| 61 | |
| 62 | acceleration = newAcceleration; |
| 63 | tau = newTau; |
| 64 | } |
| 65 | |
| 66 | inline Vec3 GetLinearForce() const |
| 67 | { |
no test coverage detected