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118 lines
2.4 KiB
118 lines
2.4 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef ROPE_PHYSICS_H
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#define ROPE_PHYSICS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "simple_physics.h"
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#include "networkvar.h"
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class CRopeSpring
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{
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public:
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Vector *m_pNode1;
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Vector *m_pNode2;
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};
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class CBaseRopePhysics : public CSimplePhysics::IHelper
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{
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public:
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DECLARE_CLASS_NOBASE( CBaseRopePhysics );
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CBaseRopePhysics(
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CSimplePhysics::CNode *pNodes,
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int nNodes,
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CRopeSpring *pSprings,
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float *flSpringDistsSqr );
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// nNodes should be less than or equal to what you passed into the constructor.
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void SetNumNodes( int nNodes );
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// Restart timers and such.
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void Restart();
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void ResetSpringLength(float flSpringDist );
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float GetSpringLength() const;
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void ResetNodeSpringLength( int iStartNode, float flSpringDist );
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// Set simulation parameters.
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// If you pass in a delegate, you can be called to apply constraints.
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void SetupSimulation( float flSpringDist, CSimplePhysics::IHelper *pDelegate=0 );
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// Set the physics delegate.
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void SetDelegate( CSimplePhysics::IHelper *pDelegate );
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void Simulate( float dt );
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int NumNodes() { return m_nNodes; }
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CSimplePhysics::CNode* GetNode( int iNode ) { return &m_pNodes[iNode]; }
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CSimplePhysics::CNode* GetFirstNode() { return &m_pNodes[0]; }
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CSimplePhysics::CNode* GetLastNode() { return &m_pNodes[ m_nNodes-1 ]; }
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public:
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virtual void GetNodeForces( CSimplePhysics::CNode *pNodes, int iNode, Vector *pAccel );
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virtual void ApplyConstraints( CSimplePhysics::CNode *pNodes, int nNodes );
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private:
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int NumSprings() {return m_nNodes - 1;}
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protected:
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CSimplePhysics::IHelper *m_pDelegate;
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CSimplePhysics::CNode *m_pNodes;
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int m_nNodes;
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CRopeSpring *m_pSprings;
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float m_flSpringDist;
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float m_flSpringDistSqr;
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// Spring lengths per node
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float *m_flNodeSpringDistsSqr;
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CSimplePhysics m_Physics;
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};
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template< int NUM_NODES >
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class CRopePhysics : public CBaseRopePhysics
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{
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public:
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CRopePhysics();
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CSimplePhysics::CNode m_Nodes[NUM_NODES];
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CRopeSpring m_Springs[NUM_NODES - 1];
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float m_SpringDistsSqr[NUM_NODES - 1];
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};
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template< int NUM_NODES >
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CRopePhysics<NUM_NODES>::CRopePhysics() :
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CBaseRopePhysics( m_Nodes, NUM_NODES, m_Springs, m_SpringDistsSqr )
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{
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}
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#endif // ROPE_PHYSICS_H
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