Force_Spring.cpp (4447B)
1 /* 2 =========================================================================== 3 4 Doom 3 BFG Edition GPL Source Code 5 Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 6 7 This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). 8 9 Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify 10 it under the terms of the GNU General Public License as published by 11 the Free Software Foundation, either version 3 of the License, or 12 (at your option) any later version. 13 14 Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, 15 but WITHOUT ANY WARRANTY; without even the implied warranty of 16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 GNU General Public License for more details. 18 19 You should have received a copy of the GNU General Public License 20 along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>. 21 22 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. 23 24 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. 25 26 =========================================================================== 27 */ 28 29 #pragma hdrstop 30 #include "../../idlib/precompiled.h" 31 32 #include "../Game_local.h" 33 34 CLASS_DECLARATION( idForce, idForce_Spring ) 35 END_CLASS 36 37 /* 38 ================ 39 idForce_Spring::idForce_Spring 40 ================ 41 */ 42 idForce_Spring::idForce_Spring() { 43 Kstretch = 100.0f; 44 Kcompress = 100.0f; 45 damping = 0.0f; 46 restLength = 0.0f; 47 physics1 = NULL; 48 id1 = 0; 49 p1 = vec3_zero; 50 physics2 = NULL; 51 id2 = 0; 52 p2 = vec3_zero; 53 } 54 55 /* 56 ================ 57 idForce_Spring::~idForce_Spring 58 ================ 59 */ 60 idForce_Spring::~idForce_Spring() { 61 } 62 63 /* 64 ================ 65 idForce_Spring::InitSpring 66 ================ 67 */ 68 void idForce_Spring::InitSpring( float Kstretch, float Kcompress, float damping, float restLength ) { 69 this->Kstretch = Kstretch; 70 this->Kcompress = Kcompress; 71 this->damping = damping; 72 this->restLength = restLength; 73 } 74 75 /* 76 ================ 77 idForce_Spring::SetPosition 78 ================ 79 */ 80 void idForce_Spring::SetPosition( idPhysics *physics1, int id1, const idVec3 &p1, idPhysics *physics2, int id2, const idVec3 &p2 ) { 81 this->physics1 = physics1; 82 this->id1 = id1; 83 this->p1 = p1; 84 this->physics2 = physics2; 85 this->id2 = id2; 86 this->p2 = p2; 87 } 88 89 /* 90 ================ 91 idForce_Spring::Evaluate 92 ================ 93 */ 94 void idForce_Spring::Evaluate( int time ) { 95 float length; 96 idMat3 axis; 97 idVec3 pos1, pos2, velocity1, velocity2, force, dampingForce; 98 impactInfo_t info; 99 100 pos1 = p1; 101 pos2 = p2; 102 velocity1 = velocity2 = vec3_origin; 103 104 if ( physics1 ) { 105 axis = physics1->GetAxis( id1 ); 106 pos1 = physics1->GetOrigin( id1 ); 107 pos1 += p1 * axis; 108 if ( damping > 0.0f ) { 109 physics1->GetImpactInfo( id1, pos1, &info ); 110 velocity1 = info.velocity; 111 } 112 } 113 114 if ( physics2 ) { 115 axis = physics2->GetAxis( id2 ); 116 pos2 = physics2->GetOrigin( id2 ); 117 pos2 += p2 * axis; 118 if ( damping > 0.0f ) { 119 physics2->GetImpactInfo( id2, pos2, &info ); 120 velocity2 = info.velocity; 121 } 122 } 123 124 force = pos2 - pos1; 125 dampingForce = ( damping * ( ((velocity2 - velocity1) * force) / (force * force) ) ) * force; 126 length = force.Normalize(); 127 128 // if the spring is stretched 129 if ( length > restLength ) { 130 if ( Kstretch > 0.0f ) { 131 force = ( Square( length - restLength ) * Kstretch ) * force - dampingForce; 132 if ( physics1 ) { 133 physics1->AddForce( id1, pos1, force ); 134 } 135 if ( physics2 ) { 136 physics2->AddForce( id2, pos2, -force ); 137 } 138 } 139 } 140 else { 141 if ( Kcompress > 0.0f ) { 142 force = ( Square( length - restLength ) * Kcompress ) * force - dampingForce; 143 if ( physics1 ) { 144 physics1->AddForce( id1, pos1, -force ); 145 } 146 if ( physics2 ) { 147 physics2->AddForce( id2, pos2, force ); 148 } 149 } 150 } 151 } 152 153 /* 154 ================ 155 idForce_Spring::RemovePhysics 156 ================ 157 */ 158 void idForce_Spring::RemovePhysics( const idPhysics *phys ) { 159 if ( physics1 == phys ) { 160 physics1 = NULL; 161 } 162 if ( physics2 == phys ) { 163 physics2 = NULL; 164 } 165 }