mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-27 06:13:05 +00:00
76 lines
2.7 KiB
C
76 lines
2.7 KiB
C
|
/*
|
||
|
===========================================================================
|
||
|
|
||
|
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.
|
||
|
|
||
|
===========================================================================
|
||
|
*/
|
||
|
|
||
|
#ifndef __FORCE_SPRING_H__
|
||
|
#define __FORCE_SPRING_H__
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
Spring force
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idForce_Spring : public idForce {
|
||
|
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idForce_Spring );
|
||
|
|
||
|
idForce_Spring( void );
|
||
|
virtual ~idForce_Spring( void );
|
||
|
// initialize the spring
|
||
|
void InitSpring( float Kstretch, float Kcompress, float damping, float restLength );
|
||
|
// set the entities and positions on these entities the spring is attached to
|
||
|
void SetPosition( idPhysics *physics1, int id1, const idVec3 &p1,
|
||
|
idPhysics *physics2, int id2, const idVec3 &p2 );
|
||
|
|
||
|
public: // common force interface
|
||
|
virtual void Evaluate( int time );
|
||
|
virtual void RemovePhysics( const idPhysics *phys );
|
||
|
|
||
|
private:
|
||
|
|
||
|
// spring properties
|
||
|
float Kstretch;
|
||
|
float Kcompress;
|
||
|
float damping;
|
||
|
float restLength;
|
||
|
|
||
|
// positioning
|
||
|
idPhysics * physics1; // first physics object
|
||
|
int id1; // clip model id of first physics object
|
||
|
idVec3 p1; // position on clip model
|
||
|
idPhysics * physics2; // second physics object
|
||
|
int id2; // clip model id of second physics object
|
||
|
idVec3 p2; // position on clip model
|
||
|
|
||
|
};
|
||
|
|
||
|
#endif /* !__FORCE_SPRING_H__ */
|