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

52 lines
1.4 KiB
C++

#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 );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
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__ */