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particle.h
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particle.h
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#ifndef PARTICLE_H
#define PARTICLE_H
#include <iostream>
#include <GL/gl.h>
#include <animal/geometry/vec3.h>
typedef GLdouble Real;
typedef animal::geometry::Vec3<Real> Vec3;
struct Particle_State
{
Vec3 vel; // velocity (in m.s-1)
Vec3 pos; // position (in m)
enum constraint_mode {NO_CONSTRAINT = 0,
FIXED = 1,
PUSHED = 2,
OBSERVED = 3};
// should be put into model...
constraint_mode constraint;
Particle_State() : vel(), pos(), constraint()
{}
Particle_State(const Vec3& v, const Vec3& p, const constraint_mode c)
: vel(v), pos(p), constraint(c)
{}
Particle_State operator+(const Particle_State& ps) const
{
return Particle_State(vel + ps.vel, pos + ps.pos, constraint);
}
Particle_State operator*(const Real k) const
{
return Particle_State(vel*k, pos*k, constraint);
}
friend std::ostream& operator<<(std::ostream& s, const Particle_State& ps)
{
return s << ps.vel << " " << ps.pos << " " << ps.constraint;
}
};
struct Particle_State_Derivative
{
Vec3 acc; // acceleration (in m.s-2)
Vec3 vel; // velocity (in m.s-1)
Particle_State_Derivative() : acc(), vel()
{}
Particle_State_Derivative(const Vec3& a, const Vec3& v)
: acc(a), vel(v)
{}
Particle_State_Derivative operator+(const Particle_State_Derivative& psd) const
{
return Particle_State_Derivative(acc + psd.acc, vel + psd.vel);
}
Particle_State_Derivative operator*(const Real k) const
{
return Particle_State_Derivative(acc*k, vel*k);
}
friend std::ostream& operator<<(std::ostream& s, const Particle_State_Derivative& psd)
{
return s << psd.acc << " " << psd.vel;
}
};
struct Particle_Model
{
Real m; // particle mass (in kg)
Vec3 f; // particle force (in N)
Particle_Model() : m(), f()
{}
Particle_Model(Real mass, Vec3 force)
: m(mass), f(force)
{}
};
#endif // PARTICLE_H