quake4-sdk/source/mpgame/physics/Force_Spring.cpp

164 lines
3.3 KiB
C++

#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
CLASS_DECLARATION( idForce, idForce_Spring )
END_CLASS
/*
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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;
}
/*
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idForce_Spring::~idForce_Spring
================
*/
idForce_Spring::~idForce_Spring( void ) {
}
/*
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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;
}
/*
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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;
}
/*
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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 );
}
}
}
}
/*
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idForce_Spring::RemovePhysics
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*/
void idForce_Spring::RemovePhysics( const idPhysics *phys ) {
if ( physics1 == phys ) {
physics1 = NULL;
}
if ( physics2 == phys ) {
physics2 = NULL;
}
}
/*
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idForce_Spring::Save
================
*/
void idForce_Spring::Save( idSaveGame *savefile ) const {
savefile->WriteFloat ( Kstretch );
savefile->WriteFloat ( Kcompress );
savefile->WriteFloat ( damping );
savefile->WriteFloat ( restLength );
}
/*
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idForce_Spring::Restore
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*/
void idForce_Spring::Restore( idRestoreGame *savefile ) {
savefile->ReadFloat ( Kstretch );
savefile->ReadFloat ( Kcompress );
savefile->ReadFloat ( damping );
savefile->ReadFloat ( restLength );
}