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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #include "../../idlib/precompiled.h"
- #pragma hdrstop
- #include "../Game_local.h"
- CLASS_DECLARATION( idForce, idForce_Spring )
- END_CLASS
- /*
- ================
- idForce_Spring::idForce_Spring
- ================
- */
- idForce_Spring::idForce_Spring( void ) {
- Kstretch = 100.0f;
- Kcompress = 100.0f;
- damping = 0.0f;
- restLength = 0.0f;
- physics1 = NULL;
- id1 = 0;
- p1 = vec3_zero;
- physics2 = NULL;
- id2 = 0;
- p2 = vec3_zero;
- }
- /*
- ================
- idForce_Spring::~idForce_Spring
- ================
- */
- idForce_Spring::~idForce_Spring( void ) {
- }
- /*
- ================
- idForce_Spring::InitSpring
- ================
- */
- void idForce_Spring::InitSpring( float Kstretch, float Kcompress, float damping, float restLength ) {
- this->Kstretch = Kstretch;
- this->Kcompress = Kcompress;
- this->damping = damping;
- this->restLength = restLength;
- }
- /*
- ================
- idForce_Spring::SetPosition
- ================
- */
- void idForce_Spring::SetPosition( idPhysics *physics1, int id1, const idVec3 &p1, idPhysics *physics2, int id2, const idVec3 &p2 ) {
- this->physics1 = physics1;
- this->id1 = id1;
- this->p1 = p1;
- this->physics2 = physics2;
- this->id2 = id2;
- this->p2 = p2;
- }
- /*
- ================
- idForce_Spring::Evaluate
- ================
- */
- void idForce_Spring::Evaluate( int time ) {
- float length;
- idMat3 axis;
- idVec3 pos1, pos2, velocity1, velocity2, force, dampingForce;
- impactInfo_t info;
- pos1 = p1;
- pos2 = p2;
- velocity1 = velocity2 = vec3_origin;
- if ( physics1 ) {
- axis = physics1->GetAxis( id1 );
- pos1 = physics1->GetOrigin( id1 );
- pos1 += p1 * axis;
- if ( damping > 0.0f ) {
- physics1->GetImpactInfo( id1, pos1, &info );
- velocity1 = info.velocity;
- }
- }
- if ( physics2 ) {
- axis = physics2->GetAxis( id2 );
- pos2 = physics2->GetOrigin( id2 );
- pos2 += p2 * axis;
- if ( damping > 0.0f ) {
- physics2->GetImpactInfo( id2, pos2, &info );
- velocity2 = info.velocity;
- }
- }
- force = pos2 - pos1;
- dampingForce = ( damping * ( ((velocity2 - velocity1) * force) / (force * force) ) ) * force;
- length = force.Normalize();
- // if the spring is stretched
- if ( length > restLength ) {
- if ( Kstretch > 0.0f ) {
- force = ( Square( length - restLength ) * Kstretch ) * force - dampingForce;
- if ( physics1 ) {
- physics1->AddForce( id1, pos1, force );
- }
- if ( physics2 ) {
- physics2->AddForce( id2, pos2, -force );
- }
- }
- }
- else {
- if ( Kcompress > 0.0f ) {
- force = ( Square( length - restLength ) * Kcompress ) * force - dampingForce;
- if ( physics1 ) {
- physics1->AddForce( id1, pos1, -force );
- }
- if ( physics2 ) {
- physics2->AddForce( id2, pos2, force );
- }
- }
- }
- }
- /*
- ================
- idForce_Spring::RemovePhysics
- ================
- */
- void idForce_Spring::RemovePhysics( const idPhysics *phys ) {
- if ( physics1 == phys ) {
- physics1 = NULL;
- }
- if ( physics2 == phys ) {
- physics2 = NULL;
- }
- }
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