#include #include #include #include "dat.h" #include "fns.h" //enum { DYNTIME, RENTIME, NSTATS }; //Stats simstats[NSTATS]; /* * Dynamics stepper * * Currently set to a basic spring-damper system. */ static double accel(GameState *s, double t) { static double k = 15, b = 0.1; USED(t); return -k*s->x - b*s->v; } static Derivative eval(GameState *s0, double t, double Δt, Derivative *d) { GameState s; Derivative res; s.x = s0->x + d->dx*Δt; s.v = s0->v + d->dv*Δt; res.dx = s.v; res.dv = accel(&s, t+Δt); return res; } /* * Explicit Euler Integrator */ static void euler0(GameState *s, double t, double Δt) { static Derivative ZD = {0,0}; Derivative d; d = eval(s, t, Δt, &ZD); s->x += d.dx*Δt; s->v += d.dv*Δt; } /* * Semi-implicit Euler Integrator */ static void euler1(GameState *s, double t, double Δt) { static Derivative ZD = {0,0}; Derivative d; d = eval(s, t, Δt, &ZD); s->v += d.dv*Δt; s->x += s->v*Δt; } /* * RK4 Integrator */ static void rk4(GameState *s, double t, double Δt) { static Derivative ZD = {0,0}; Derivative a, b, c, d; double dxdt, dvdt; a = eval(s, t, 0, &ZD); b = eval(s, t, Δt/2, &a); c = eval(s, t, Δt/2, &b); d = eval(s, t, Δt, &c); dxdt = 1.0/6 * (a.dx + 2*(b.dx + c.dx) + d.dx); dvdt = 1.0/6 * (a.dv + 2*(b.dv + c.dv) + d.dv); s->x += dxdt*Δt; s->v += dvdt*Δt; } /* * The Integrator */ void integrate(GameState *s, double t, double Δt) { //euler0(s, t, Δt); //euler1(s, t, Δt); rk4(s, t, Δt); }