Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef ROPE_PHYSICS_H
#define ROPE_PHYSICS_H
#ifdef _WIN32
#pragma once
#endif
#include "simple_physics.h"
#include "networkvar.h"
class CRopeSpring
{
public:
Vector *m_pNode1;
Vector *m_pNode2;
};
class CBaseRopePhysics : public CSimplePhysics::IHelper
{
public:
DECLARE_CLASS_NOBASE( CBaseRopePhysics );
CBaseRopePhysics(
CSimplePhysics::CNode *pNodes,
int nNodes,
CRopeSpring *pSprings,
float *flSpringDistsSqr );
// nNodes should be less than or equal to what you passed into the constructor.
void SetNumNodes( int nNodes );
// Restart timers and such.
void Restart();
void ResetSpringLength(float flSpringDist );
float GetSpringLength() const;
void ResetNodeSpringLength( int iStartNode, float flSpringDist );
// Set simulation parameters.
// If you pass in a delegate, you can be called to apply constraints.
void SetupSimulation( float flSpringDist, CSimplePhysics::IHelper *pDelegate=0 );
// Set the physics delegate.
void SetDelegate( CSimplePhysics::IHelper *pDelegate );
void Simulate( float dt );
int NumNodes() { return m_nNodes; }
CSimplePhysics::CNode* GetNode( int iNode ) { return &m_pNodes[iNode]; }
CSimplePhysics::CNode* GetFirstNode() { return &m_pNodes[0]; }
CSimplePhysics::CNode* GetLastNode() { return &m_pNodes[ m_nNodes-1 ]; }
public:
virtual void GetNodeForces( CSimplePhysics::CNode *pNodes, int iNode, Vector *pAccel );
virtual void ApplyConstraints( CSimplePhysics::CNode *pNodes, int nNodes );
private:
int NumSprings() {return m_nNodes - 1;}
protected:
CSimplePhysics::IHelper *m_pDelegate;
CSimplePhysics::CNode *m_pNodes;
int m_nNodes;
CRopeSpring *m_pSprings;
float m_flSpringDist;
float m_flSpringDistSqr;
// Spring lengths per node
float *m_flNodeSpringDistsSqr;
CSimplePhysics m_Physics;
};
template< int NUM_NODES >
class CRopePhysics : public CBaseRopePhysics
{
public:
CRopePhysics();
CSimplePhysics::CNode m_Nodes[NUM_NODES];
CRopeSpring m_Springs[NUM_NODES - 1];
float m_SpringDistsSqr[NUM_NODES - 1];
};
template< int NUM_NODES >
CRopePhysics<NUM_NODES>::CRopePhysics() :
CBaseRopePhysics( m_Nodes, NUM_NODES, m_Springs, m_SpringDistsSqr )
{
}
#endif // ROPE_PHYSICS_H