/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition 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 BFG Edition 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. =========================================================================== */ #pragma hdrstop #include "precompiled.h" #include "../Game_local.h" CLASS_DECLARATION( idForce, idForce_Spring ) END_CLASS /* ================ idForce_Spring::idForce_Spring ================ */ idForce_Spring::idForce_Spring() { 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() { } /* ================ 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; } }