/usr/include/libwildmagic/Wm5ParticleSystem.h is in libwildmagic-dev 5.13-1ubuntu1.
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// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.1 (2010/10/01)
#ifndef WM5PARTICLESYSTEM_H
#define WM5PARTICLESYSTEM_H
#include "Wm5PhysicsLIB.h"
#include "Wm5Vector2.h"
#include "Wm5Vector3.h"
namespace Wm5
{
template <typename Real, typename TVector>
class WM5_PHYSICS_ITEM ParticleSystem
{
public:
// Construction and destruction. If a particle is to be immovable, set
// its mass to Math<Real>::MAX_REAL.
ParticleSystem (int numParticles, Real step);
virtual ~ParticleSystem ();
int GetNumParticles () const;
void SetMass (int i, Real mass);
Real GetMass (int i) const;
TVector* Positions () const;
TVector& Position (int i);
TVector* Velocities () const;
TVector& Velocity (int i);
void SetStep (Real step);
Real GetStep () const;
// Callback for acceleration (ODE solver uses x" = F/m) applied to
// particle i. The positions and velocities are not necessarily
// mPositions and mVelocities since the ODE solver evaluates the
// impulse function at intermediate positions.
virtual TVector Acceleration (int i, Real time,
const TVector* positions, const TVector* velocities) = 0;
// Update the particle positions based on current time and particle state.
// The Acceleration(...) function is called in this update for each
// particle. This function is virtual so that derived classes can
// perform pre-update and/or post-update semantics.
virtual void Update (Real time);
protected:
int mNumParticles;
Real* mMasses;
Real* mInvMasses;
TVector* mPositions;
TVector* mVelocities;
Real mStep, mHalfStep, mSixthStep;
// Temporary storage for solver.
typedef TVector* TVectorPtr;
TVectorPtr mPTmp, mDPTmp1, mDPTmp2, mDPTmp3, mDPTmp4;
TVectorPtr mVTmp, mDVTmp1, mDVTmp2, mDVTmp3, mDVTmp4;
};
typedef ParticleSystem<float,Vector2f> ParticleSystem2f;
typedef ParticleSystem<double,Vector2d> ParticleSystem2d;
typedef ParticleSystem<float,Vector3f> ParticleSystem3f;
typedef ParticleSystem<double,Vector3d> ParticleSystem3d;
}
#endif
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