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

184 lines
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C++

// Copyright (C) 2004 Id Software, Inc.
//
#include "precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
CLASS_DECLARATION( idForce, idForce_Spring )
END_CLASS
/*
================
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;
}
/*
================
idForce_Spring::~idForce_Spring
================
*/
idForce_Spring::~idForce_Spring( void ) {
}
/*
================
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;
}
/*
================
idForce_Spring::SetPosition
================
*/
void idForce_Spring::SetPosition( idEntity *physics1, int id1, const idVec3 &p1, idEntity *physics2, int id2, const idVec3 &p2 ) { // HUMANHEAD mdl: Changed physics1 and physics2 to idEntity instead of the entity's physics object
this->physics1 = physics1;
this->id1 = id1;
this->p1 = p1;
this->physics2 = physics2;
this->id2 = id2;
this->p2 = p2;
}
/*
================
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.IsValid() ) { // HUMANHEAD mdl: Added IsValid()
axis = physics1->GetPhysics()->GetAxis( id1 ); // HUMANHEAD: Added GetPhysics()
pos1 = physics1->GetPhysics()->GetOrigin( id1 ); // HUMANHEAD: Added GetPhysics()
pos1 += p1 * axis;
if ( damping > 0.0f ) {
physics1->GetPhysics()->GetImpactInfo( id1, pos1, &info ); // HUMANHEAD: Added GetPhysics()
velocity1 = info.velocity;
}
}
if ( physics2.IsValid() ) { // HUMANHEAD mdl: Added IsValid()
axis = physics2->GetPhysics()->GetAxis( id2 ); // HUMANHEAD: Added GetPhysics()
pos2 = physics2->GetPhysics()->GetOrigin( id2 ); // HUMANHEAD: Added GetPhysics()
pos2 += p2 * axis;
if ( damping > 0.0f ) {
physics2->GetPhysics()->GetImpactInfo( id2, pos2, &info ); // HUMANHEAD: Added GetPhysics()
velocity2 = info.velocity;
}
}
force = pos2 - pos1;
#ifdef _HH_FLOAT_PROTECTION //HUMANHEAD rww
if (FLOAT_IS_NAN(velocity1.x) || FLOAT_IS_NAN(velocity1.y) || FLOAT_IS_NAN(velocity1.z) ||
FLOAT_IS_NAN(velocity2.x) || FLOAT_IS_NAN(velocity2.y) || FLOAT_IS_NAN(velocity2.z)) {
gameLocal.DWarning( "idForce_Spring::Evaluate: NaN velocity." );
return;
}
#endif //HUMANHEAD END
if (force == vec3_origin) { //HUMANHEAD rww
//gameLocal.Warning( "idForce_Spring::Evaluate: force equal to zero." );
dampingForce = vec3_origin;
}
else { //HUMANHEAD END
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.IsValid() ) { // HUMANHEAD mdl: Added IsValid()
physics1->GetPhysics()->AddForce( id1, pos1, force ); // HUMANHEAD: Added GetPhysics()
}
if ( physics2.IsValid() ) { // HUMANHEAD mdl: Added IsValid()
physics2->GetPhysics()->AddForce( id2, pos2, -force ); // HUMANHEAD: Added GetPhysics()
}
}
}
else {
if ( Kcompress > 0.0f ) {
force = ( Square( length - restLength ) * Kcompress ) * force - dampingForce;
if ( physics1.IsValid() ) { // HUMANHEAD mdl: Added IsValid()
physics1->GetPhysics()->AddForce( id1, pos1, -force ); // HUMANHEAD: Added GetPhysics()
}
if ( physics2.IsValid() ) { // HUMANHEAD mdl: Added IsValid()
physics2->GetPhysics()->AddForce( id2, pos2, force ); // HUMANHEAD: Added GetPhysics()
}
}
}
}
/*
================
idForce_Spring::RemovePhysics
================
*/
void idForce_Spring::RemovePhysics( const idEntity *phys ) { // HUMANHEAD mdl: Changed to take entity instead of its physics object
if ( physics1.GetEntity() == phys ) { // HUMANHEAD mdl: Added GetEntity()
physics1 = NULL;
}
if ( physics2.GetEntity() == phys ) { // HUMANHEAD mdl: Added GetEntity()
physics2 = NULL;
}
}
// HUMANHEAD mdl
void idForce_Spring::Save( idSaveGame *savefile ) const {
savefile->WriteFloat( Kstretch );
savefile->WriteFloat( Kcompress );
savefile->WriteFloat( damping );
savefile->WriteFloat( restLength );
physics1.Save( savefile );
savefile->WriteInt( id1 );
savefile->WriteVec3( p1 );
physics2.Save( savefile );
savefile->WriteInt( id2 );
savefile->WriteVec3( p2 );
}
void idForce_Spring::Restore( idRestoreGame *savefile ) {
savefile->ReadFloat( Kstretch );
savefile->ReadFloat( Kcompress );
savefile->ReadFloat( damping );
savefile->ReadFloat( restLength );
physics1.Restore( savefile );
savefile->ReadInt( id1 );
savefile->ReadVec3( p1 );
physics2.Restore( savefile );
savefile->ReadInt( id2 );
savefile->ReadVec3( p2 );
}
// HUMANHEAD END