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DoomRTX/neo/prey/game/physics/Force_Spring.h
T
2026-05-05 15:01:01 -07:00

56 lines
1.7 KiB
C++

// Copyright (C) 2004 Id Software, Inc.
//
#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( idEntity *physics1, int id1, const idVec3 &p1,
idEntity *physics2, int id2, const idVec3 &p2 ); // HUMANHEAD mdl: Changed to taking entities instead of their physics objects
// HUMANHEAD mdl: Added Save/Restore
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
// HUMANHEAD END
public: // common force interface
virtual void Evaluate( int time );
virtual void RemovePhysics( const idEntity *phys ); // HUMANHEAD mdl: Changed to take entity instead of its physics object
private:
// spring properties
float Kstretch;
float Kcompress;
float damping;
float restLength;
// positioning
idEntityPtr< idEntity > physics1; // first physics object // HUMANHEAD mdl: Changed to entity
int id1; // clip model id of first physics object
idVec3 p1; // position on clip model
idEntityPtr< idEntity > physics2; // second physics object // HUMANHEAD mdl: Changed to entity
int id2; // clip model id of second physics object
idVec3 p2; // position on clip model
};
#endif /* !__FORCE_SPRING_H__ */