Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef SIMPLE_PHYSICS_H
#define SIMPLE_PHYSICS_H
#ifdef _WIN32
#pragma once
#endif
#include "mathlib/vector.h"
// CSimplePhysics is a framework for simplified physics simulation.
// It simulates at a fixed timestep and uses the Verlet integrator.
//
// To use it, create your nodes and implement your constraints and
// forces in an IHelper, then call Simulate each frame.
// CSimplePhysics will figure out how many timesteps to run and will
// provide predicted positions of things for you.
class CSimplePhysics { public:
class CNode { public: // Call this when initializing the nodes with their starting positions.
void Init( const Vector &vPos ) { m_vPos = m_vPrevPos = m_vPredicted = vPos; } Vector m_vPos; // At time t
Vector m_vPrevPos; // At time t - m_flTimeStep
Vector m_vPredicted; // Predicted position
};
class IHelper { public: virtual void GetNodeForces( CNode *pNodes, int iNode, Vector *pAccel ) = 0; virtual void ApplyConstraints( CNode *pNodes, int nNodes ) = 0; };
public:
CSimplePhysics(); void Init( float flTimeStep ); void Simulate( CNode *pNodes, int nNodes, IHelper *pHelper, float dt, float flDamp );
private:
double GetCurTime() { return m_flTimeStep * m_iCurTimeStep; }
private:
double m_flPredictedTime; // (GetCurTime()-m_flTimeStep) <= m_flPredictedTime <= GetCurTime()
int m_iCurTimeStep; float m_flTimeStep; float m_flTimeStepMul; // dt*dt*0.5
};
#endif // SIMPLE_PHYSICS_H
|