mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-16 07:20:59 +00:00
185 lines
4.4 KiB
C++
185 lines
4.4 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#pragma hdrstop
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#include "precompiled.h"
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#include "../Game_local.h"
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CLASS_DECLARATION( idForce, idForce_Spring )
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END_CLASS
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/*
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================
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idForce_Spring::idForce_Spring
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================
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*/
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idForce_Spring::idForce_Spring()
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{
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Kstretch = 100.0f;
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Kcompress = 100.0f;
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damping = 0.0f;
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restLength = 0.0f;
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physics1 = NULL;
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id1 = 0;
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p1 = vec3_zero;
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physics2 = NULL;
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id2 = 0;
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p2 = vec3_zero;
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}
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/*
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================
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idForce_Spring::~idForce_Spring
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================
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*/
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idForce_Spring::~idForce_Spring()
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{
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}
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/*
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================
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idForce_Spring::InitSpring
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================
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*/
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void idForce_Spring::InitSpring( float Kstretch, float Kcompress, float damping, float restLength )
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{
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this->Kstretch = Kstretch;
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this->Kcompress = Kcompress;
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this->damping = damping;
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this->restLength = restLength;
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}
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/*
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================
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idForce_Spring::SetPosition
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================
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*/
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void idForce_Spring::SetPosition( idPhysics* physics1, int id1, const idVec3& p1, idPhysics* physics2, int id2, const idVec3& p2 )
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{
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this->physics1 = physics1;
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this->id1 = id1;
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this->p1 = p1;
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this->physics2 = physics2;
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this->id2 = id2;
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this->p2 = p2;
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}
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/*
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================
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idForce_Spring::Evaluate
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================
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*/
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void idForce_Spring::Evaluate( int time )
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{
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float length;
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idMat3 axis;
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idVec3 pos1, pos2, velocity1, velocity2, force, dampingForce;
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impactInfo_t info;
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pos1 = p1;
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pos2 = p2;
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velocity1 = velocity2 = vec3_origin;
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if( physics1 )
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{
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axis = physics1->GetAxis( id1 );
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pos1 = physics1->GetOrigin( id1 );
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pos1 += p1 * axis;
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if( damping > 0.0f )
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{
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physics1->GetImpactInfo( id1, pos1, &info );
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velocity1 = info.velocity;
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}
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}
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if( physics2 )
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{
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axis = physics2->GetAxis( id2 );
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pos2 = physics2->GetOrigin( id2 );
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pos2 += p2 * axis;
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if( damping > 0.0f )
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{
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physics2->GetImpactInfo( id2, pos2, &info );
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velocity2 = info.velocity;
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}
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}
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force = pos2 - pos1;
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dampingForce = ( damping * ( ( ( velocity2 - velocity1 ) * force ) / ( force * force ) ) ) * force;
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length = force.Normalize();
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// if the spring is stretched
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if( length > restLength )
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{
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if( Kstretch > 0.0f )
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{
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force = ( Square( length - restLength ) * Kstretch ) * force - dampingForce;
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if( physics1 )
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{
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physics1->AddForce( id1, pos1, force );
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}
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if( physics2 )
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{
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physics2->AddForce( id2, pos2, -force );
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}
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}
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}
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else
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{
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if( Kcompress > 0.0f )
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{
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force = ( Square( length - restLength ) * Kcompress ) * force - dampingForce;
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if( physics1 )
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{
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physics1->AddForce( id1, pos1, -force );
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}
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if( physics2 )
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{
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physics2->AddForce( id2, pos2, force );
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}
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}
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}
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}
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/*
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================
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idForce_Spring::RemovePhysics
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================
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*/
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void idForce_Spring::RemovePhysics( const idPhysics* phys )
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{
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if( physics1 == phys )
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{
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physics1 = NULL;
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}
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if( physics2 == phys )
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{
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physics2 = NULL;
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}
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}
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