163 lines
3.3 KiB
C++
163 lines
3.3 KiB
C++
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#include "../../idlib/precompiled.h"
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#pragma hdrstop
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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( void ) {
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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( void ) {
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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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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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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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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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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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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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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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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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if ( Kstretch > 0.0f ) {
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force = ( Square( length - restLength ) * Kstretch ) * force - dampingForce;
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if ( physics1 ) {
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physics1->AddForce( id1, pos1, force );
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}
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if ( physics2 ) {
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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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if ( Kcompress > 0.0f ) {
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force = ( Square( length - restLength ) * Kcompress ) * force - dampingForce;
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if ( physics1 ) {
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physics1->AddForce( id1, pos1, -force );
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}
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if ( physics2 ) {
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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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if ( physics1 == phys ) {
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physics1 = NULL;
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}
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if ( physics2 == phys ) {
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physics2 = NULL;
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}
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}
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/*
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================
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idForce_Spring::Save
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================
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*/
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void idForce_Spring::Save( idSaveGame *savefile ) const {
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savefile->WriteFloat ( Kstretch );
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savefile->WriteFloat ( Kcompress );
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savefile->WriteFloat ( damping );
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savefile->WriteFloat ( restLength );
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}
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/*
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================
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idForce_Spring::Restore
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================
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*/
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void idForce_Spring::Restore( idRestoreGame *savefile ) {
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savefile->ReadFloat ( Kstretch );
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savefile->ReadFloat ( Kcompress );
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savefile->ReadFloat ( damping );
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savefile->ReadFloat ( restLength );
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}
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