/* =========================================================================== 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 . 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__ #include "physics/Force.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__ */