Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "simple_physics.h"
#include "tier0/dbg.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
CSimplePhysics::CSimplePhysics() { Init( 1.0f / 30.0f ); // default is 30 steps per second
}
void CSimplePhysics::Init( float flTimeStep ) { m_flPredictedTime = 0; m_iCurTimeStep = 0; m_flTimeStep = flTimeStep; m_flTimeStepMul = m_flTimeStep*m_flTimeStep*0.5f; }
void CSimplePhysics::Simulate( CSimplePhysics::CNode *pNodes, int nNodes, CSimplePhysics::IHelper *pHelper, float dt, float flDamp ) { // Figure out how many time steps to run.
m_flPredictedTime += dt; int newTimeStep = (int)ceil( m_flPredictedTime / m_flTimeStep ); int nTimeSteps = newTimeStep - m_iCurTimeStep; for( int iTimeStep=0; iTimeStep < nTimeSteps; iTimeStep++ ) { // Simulate everything..
for( int iNode=0; iNode < nNodes; iNode++ ) { CSimplePhysics::CNode *pNode = &pNodes[iNode];
// Apply forces.
Vector vAccel; pHelper->GetNodeForces( pNodes, iNode, &vAccel ); Assert( vAccel.IsValid() );
Vector vPrevPos = pNode->m_vPos; pNode->m_vPos = pNode->m_vPos + (pNode->m_vPos - pNode->m_vPrevPos) * flDamp + vAccel * m_flTimeStepMul; pNode->m_vPrevPos = vPrevPos; }
// Apply constraints.
pHelper->ApplyConstraints( pNodes, nNodes ); } m_iCurTimeStep = newTimeStep;
// Setup predicted positions.
float flInterpolant = (m_flPredictedTime - (GetCurTime() - m_flTimeStep)) / m_flTimeStep; for( int iNode=0; iNode < nNodes; iNode++ ) { CSimplePhysics::CNode *pNode = &pNodes[iNode]; VectorLerp( pNode->m_vPrevPos, pNode->m_vPos, flInterpolant, pNode->m_vPredicted ); } }
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