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Get rid of ApparentBubble #2564
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RigidMotion<RigidPart, ApparentBubble>::MakeNonRotatingMotion( | ||
DegreesOfFreedom<ApparentBubble>::ReadFromMessage( | ||
RigidMotion<RigidPart, Apparent>::MakeNonRotatingMotion( | ||
DegreesOfFreedom<Apparent>::ReadFromMessage( | ||
degrees_of_freedom))); |
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Might fit on the previous line.
@@ -156,7 +156,8 @@ inline not_null<std::unique_ptr<MassiveBody>> MassiveBody::ReadFromMessage( | |||
switch (static_cast<Tag>(enum_value_descriptor->number())) { | |||
ROTATING_BODY_TAG_VALUE_CASE(ALICE_SUN); | |||
ROTATING_BODY_TAG_VALUE_CASE(ALICE_WORLD); | |||
ROTATING_BODY_TAG_VALUE_CASE(APPARENT_BUBBLE); | |||
ROTATING_BODY_TAG_VALUE_CASE(APPARENT); | |||
ROTATING_BODY_TAG_VALUE_CASE(APPARENT_WORLD); |
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Also add PILE_UP_PRINCIPAL_AXES
, it's missing in this statement.
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Done, but we should probably restrict this if not to the frames we actually want to use for bodies, at least to inertial ones which is a requirement of RotatingBody
…
physics/rigid_motion.hpp
Outdated
@@ -65,7 +65,8 @@ class RigidMotion final { | |||
|
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template<typename F = FromFrame, | |||
typename T = ToFrame, | |||
typename = std::enable_if_t<std::is_same_v<F, T>>> | |||
typename = typename = std::enable_if_t< | |||
F::handedness == T::handedness && F::motion <= T::motion>> |
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This needs a comment.
Add an
ApparentWorld
for consistency: uncorrected coordinates come in asApparentWorld
, are converted toApparent
, then toApparentPileUp
via aMechanicalSystem
in thePileUp
.The correction produces
NonRotatingPileUp
coordinates, which eventually make it back to the game inWorld
.