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Force_Spring.h
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1 /*
2 ===========================================================================
3 
4 Doom 3 GPL Source Code
5 Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
6 
7 This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
8 
9 Doom 3 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 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 Source Code. If not, see <http://www.gnu.org/licenses/>.
21 
22 In addition, the Doom 3 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 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 #ifndef __FORCE_SPRING_H__
30 #define __FORCE_SPRING_H__
31 
32 /*
33 ===============================================================================
34 
35  Spring force
36 
37 ===============================================================================
38 */
39 
40 class idForce_Spring : public idForce {
41 
42 public:
44 
45  idForce_Spring( void );
46  virtual ~idForce_Spring( void );
47  // initialize the spring
48  void InitSpring( float Kstretch, float Kcompress, float damping, float restLength );
49  // set the entities and positions on these entities the spring is attached to
50  void SetPosition( idPhysics *physics1, int id1, const idVec3 &p1,
51  idPhysics *physics2, int id2, const idVec3 &p2 );
52 
53 public: // common force interface
54  virtual void Evaluate( int time );
55  virtual void RemovePhysics( const idPhysics *phys );
56 
57 private:
58 
59  // spring properties
60  float Kstretch;
61  float Kcompress;
62  float damping;
63  float restLength;
64 
65  // positioning
66  idPhysics * physics1; // first physics object
67  int id1; // clip model id of first physics object
68  idVec3 p1; // position on clip model
69  idPhysics * physics2; // second physics object
70  int id2; // clip model id of second physics object
71  idVec3 p2; // position on clip model
72 
73 };
74 
75 #endif /* !__FORCE_SPRING_H__ */
virtual void Evaluate(int time)
Definition: Force.h:45
idPhysics * physics1
Definition: Force_Spring.h:66
Definition: Vector.h:316
idPhysics * physics2
Definition: Force_Spring.h:69
virtual void RemovePhysics(const idPhysics *phys)
virtual ~idForce_Spring(void)
CLASS_PROTOTYPE(idForce_Spring)
void SetPosition(idPhysics *physics1, int id1, const idVec3 &p1, idPhysics *physics2, int id2, const idVec3 &p2)
void InitSpring(float Kstretch, float Kcompress, float damping, float restLength)