Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "rope_helpers.h"
#include "basetypes.h"
#include "mathlib/mathlib.h"
#include "rope_shared.h"
#include "rope_physics.h"
#include "networkvar.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CHangRope : public CRopePhysics<512> { DECLARE_CLASS( CHangRope, CRopePhysics<512> );
// CRopePhysics overrides.
public:
virtual void GetNodeForces( CSimplePhysics::CNode *pNodes, int iNode, Vector *pAccel ) { pAccel->Init( ROPE_GRAVITY ); }
virtual void ApplyConstraints( CSimplePhysics::CNode *pNodes, int nNodes ) { // Apply spring forces.
BaseClass::ApplyConstraints( pNodes, nNodes );
// Lock the endpoints.
pNodes[0].m_vPos = m_vEndPoints[0]; pNodes[nNodes-1].m_vPos = m_vEndPoints[1];
// Calculate how far it is hanging down and adjust if necessary.
float flCurHangDist = 0; for ( int i=0; i < NumNodes(); i++ ) { float hang = fabs( m_flStartZ - GetNode(i)->m_vPos.z ); if ( hang > flCurHangDist ) flCurHangDist = hang; } // Adjust our spring length accordingly.
if ( flCurHangDist < m_flWantedHangDist ) m_flCurSlack += 1; else m_flCurSlack -= 1;
ApplyNewSpringLength(); }
// Helpers.
public: void ApplyNewSpringLength() { ResetSpringLength( (m_flRopeLength + m_flCurSlack + ROPESLACK_FUDGEFACTOR) / (NumNodes() - 1) ); }
// Variables used to adjust the rope slack.
public:
Vector m_vEndPoints[2]; bool m_bAdjustSlack; float m_flRopeLength; float m_flCurSlack;
float m_flWantedHangDist; float m_flStartZ;
};
void CalcRopeStartingConditions( const Vector &vStartPos, const Vector &vEndPos, int const nNodes, float const desiredHang, float *pOutputLength, float *pOutputSlack ) { CHangRope rope;
// Initialize the rope as a straight line with no slack as our first approximation.
// We then relax the rope by adding slack until it hangs to the desired height.
//
// The spring length equation is:
// springLength = (ropeLength + slack + ROPESLACK_FUDGEFACTOR) / (nNodes - 1)
//
// We want our rope to be a straight line, so:
// springLength = ropeLength / (nNodes-1)
//
// Therefore our initial slack is -ROPESLACK_FUDGEFACTOR
rope.m_flCurSlack = -ROPESLACK_FUDGEFACTOR;
rope.m_vEndPoints[0] = vStartPos; rope.m_vEndPoints[1] = vEndPos; rope.m_flRopeLength = (vEndPos - vStartPos).Length(); rope.m_flWantedHangDist = desiredHang; rope.m_flStartZ = MIN( vStartPos.z, vEndPos.z ); // Calculate hang as the Z distance from the
// lowest endpoint to the bottom of the rope.
rope.SetNumNodes( nNodes );
// Set the node positions.
for ( int i=0; i < rope.NumNodes(); i++ ) { CSimplePhysics::CNode *pNode = rope.GetNode( i );
float t = (float)i / (rope.NumNodes() - 1); VectorLerp( vStartPos, vEndPos, t, pNode->m_vPos ); pNode->m_vPrevPos = pNode->m_vPos; }
// Now simulate a little and stretch out to let it hang down.
rope.Restart(); rope.Simulate( 3 );
// Set outputs.
*pOutputLength = rope.m_flRopeLength; *pOutputSlack = rope.m_flCurSlack; }
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