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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /public/rope_physics.cpp | |
| download | archived-source-engine-2018-hl2-src-3bf9df6b2785fa6d951086978a3e66f49427166a.tar.xz archived-source-engine-2018-hl2-src-3bf9df6b2785fa6d951086978a3e66f49427166a.zip | |
Diffstat (limited to 'public/rope_physics.cpp')
| -rw-r--r-- | public/rope_physics.cpp | 152 |
1 files changed, 152 insertions, 0 deletions
diff --git a/public/rope_physics.cpp b/public/rope_physics.cpp new file mode 100644 index 0000000..79573a6 --- /dev/null +++ b/public/rope_physics.cpp @@ -0,0 +1,152 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// + + +#include "rope_physics.h" +#include "tier0/dbg.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +CBaseRopePhysics::CBaseRopePhysics( CSimplePhysics::CNode *pNodes, int nNodes, CRopeSpring *pSprings, float *flSpringDistsSqr ) +{ + m_pNodes = pNodes; + m_pSprings = pSprings; + m_flNodeSpringDistsSqr = flSpringDistsSqr; + m_flSpringDist = m_flSpringDistSqr = 1; + Restart(); + + // Initialize the nodes. + for ( int i=0; i < nNodes; i++ ) + { + pNodes[i].m_vPos.Init(); + pNodes[i].m_vPrevPos.Init(); + pNodes[i].m_vPredicted.Init(); + } + + SetNumNodes( nNodes ); + + m_pDelegate = NULL; +} + + +void CBaseRopePhysics::SetNumNodes( int nNodes ) +{ + m_nNodes = nNodes; + + // Setup the springs. + for( int i=0; i < NumSprings(); i++ ) + { + m_pSprings[i].m_pNode1 = &m_pNodes[i].m_vPos; + m_pSprings[i].m_pNode2 = &m_pNodes[i+1].m_vPos; + Assert( m_pSprings[i].m_pNode1->IsValid() ); + Assert( m_pSprings[i].m_pNode2->IsValid() ); + + m_flNodeSpringDistsSqr[i] = m_flSpringDistSqr / NumSprings(); + } +} + + +void CBaseRopePhysics::Restart() +{ + m_Physics.Init( 1.0 / 50 ); +} + + +void CBaseRopePhysics::ResetSpringLength( float flSpringDist ) +{ + m_flSpringDist = max( flSpringDist, 0.f ); + m_flSpringDistSqr = m_flSpringDist * m_flSpringDist; + + for( int i=0; i < NumSprings(); i++ ) + { + m_flNodeSpringDistsSqr[i] = m_flSpringDistSqr / NumSprings(); + } +} + +float CBaseRopePhysics::GetSpringLength() const +{ + return m_flSpringDist; +} + +void CBaseRopePhysics::ResetNodeSpringLength( int iStartNode, float flSpringDist ) +{ + m_flNodeSpringDistsSqr[iStartNode] = flSpringDist * flSpringDist; +} + +void CBaseRopePhysics::SetupSimulation( float flSpringDist, CSimplePhysics::IHelper *pDelegate ) +{ + ResetSpringLength( flSpringDist ); + SetDelegate( pDelegate ); +} + + +void CBaseRopePhysics::SetDelegate( CSimplePhysics::IHelper *pDelegate ) +{ + m_pDelegate = pDelegate; +} + + +void CBaseRopePhysics::Simulate( float dt ) +{ + static float flEnergy = 0.98; + m_Physics.Simulate( m_pNodes, m_nNodes, this, dt, flEnergy ); +} + + +void CBaseRopePhysics::GetNodeForces( CSimplePhysics::CNode *pNodes, int iNode, Vector *pAccel ) +{ + if( m_pDelegate ) + m_pDelegate->GetNodeForces( pNodes, iNode, pAccel ); + else + pAccel->Init( 0, 0, 0 ); +} + + +void CBaseRopePhysics::ApplyConstraints( CSimplePhysics::CNode *pNodes, int nNodes ) +{ + // Handle springs.. + // + // Iterate multiple times here. If we don't, then gravity tends to + // win over the constraint solver and it's impossible to get straight ropes. + static int nIterations = 3; + for( int iIteration=0; iIteration < nIterations; iIteration++ ) + { + for( int i=0; i < NumSprings(); i++ ) + { + CRopeSpring *s = &m_pSprings[i]; + + Vector vTo = *s->m_pNode1 - *s->m_pNode2; + + float flDistSqr = vTo.LengthSqr(); + + // If we don't have an overall spring distance, see if we have a per-node one + float flSpringDist = m_flSpringDistSqr; + if ( !flSpringDist ) + { + // TODO: This still isn't enough. Ropes with different spring lengths + // per-node will oscillate forever. + flSpringDist = m_flNodeSpringDistsSqr[i]; + } + + if( flDistSqr > flSpringDist ) + { + float flDist = (float)sqrt( flDistSqr ); + vTo *= 1 - (m_flSpringDist / flDist); + + *s->m_pNode1 -= vTo * 0.5f; + *s->m_pNode2 += vTo * 0.5f; + } + } + + if( m_pDelegate ) + m_pDelegate->ApplyConstraints( pNodes, nNodes ); + } +} + + |