//========= 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::CRopePhysics() : CBaseRopePhysics( m_Nodes, NUM_NODES, m_Springs, m_SpringDistsSqr ) { } #endif // ROPE_PHYSICS_H