mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-10 22:24:33 +00:00
Engine directory for ticket #1
This commit is contained in:
parent
352279af7a
commit
7dbfe6994d
3795 changed files with 1363358 additions and 0 deletions
132
Engine/source/forest/forestWindAccumulator.cpp
Normal file
132
Engine/source/forest/forestWindAccumulator.cpp
Normal file
|
|
@ -0,0 +1,132 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "platform/platform.h"
|
||||
#include "forest/forestWindAccumulator.h"
|
||||
|
||||
#include "forest/forestWindMgr.h"
|
||||
#include "forest/forestItem.h"
|
||||
#include "platform/profiler.h"
|
||||
|
||||
|
||||
ForestWindAccumulator::ForestWindAccumulator( const TreePlacementInfo &info )
|
||||
: mCurrentStrength( 0.0f )
|
||||
{
|
||||
mCurrentDir.set( 0, 0 );
|
||||
mPosition.set( info.pos );
|
||||
mScale = info.scale;
|
||||
|
||||
mDataBlock = info.dataBlock;
|
||||
|
||||
dMemset( &mParticles[0], 0, sizeof( VerletParticle ) );
|
||||
dMemset( &mParticles[1], 0, sizeof( VerletParticle ) );
|
||||
}
|
||||
|
||||
ForestWindAccumulator::~ForestWindAccumulator()
|
||||
{
|
||||
}
|
||||
|
||||
void ForestWindAccumulator::presimulate( const VectorF &windVector, U32 ticks )
|
||||
{
|
||||
PROFILE_SCOPE( ForestWindAccumulator_Presimulate );
|
||||
|
||||
for ( U32 i = 0; i < ticks; i++ )
|
||||
updateWind( windVector, TickSec );
|
||||
}
|
||||
|
||||
void ForestWindAccumulator::updateWind( const VectorF &windForce, F32 timeDelta )
|
||||
{
|
||||
PROFILE_SCOPE( ForestWindAccumulator_UpdateWind );
|
||||
|
||||
// Update values from datablock... this way we can
|
||||
// change settings live and see instant results.
|
||||
const F32 tightnessCoefficient = mDataBlock->mTightnessCoefficient;
|
||||
const F32 dampingCoefficient = mDataBlock->mDampingCoefficient;
|
||||
const F32 mass = mDataBlock->mMass * mScale;
|
||||
const F32 rigidity = mDataBlock->mRigidity * mScale;
|
||||
|
||||
// This will be the accumulated
|
||||
// target strength for flutter.
|
||||
//F32 targetStrength = windForce.len();
|
||||
|
||||
// This will be the accumulated
|
||||
// target displacement vector.
|
||||
Point2F target( windForce.x, windForce.y );
|
||||
|
||||
// This particle is the spring target.
|
||||
// It has a mass of 0, which we count as
|
||||
// an infinite mass.
|
||||
mParticles[0].position = target;
|
||||
|
||||
Point2F relVel = target * timeDelta;
|
||||
|
||||
Point2F diff( 0, 0 );
|
||||
Point2F springForce( 0, 0 );
|
||||
|
||||
// Spring length is the target
|
||||
// particle's position minus the
|
||||
// current displacement/direction vector.
|
||||
diff = mParticles[0].position - mCurrentDir;
|
||||
|
||||
// F = diff * tightness - v * -damping
|
||||
diff *= tightnessCoefficient;
|
||||
springForce = diff - ( (mParticles[1].position - mParticles[1].lastPosition) * -dampingCoefficient );
|
||||
|
||||
Point2F accel( 0, 0 );
|
||||
accel = springForce * (rigidity * 0.001f) / (mass * 0.001f);
|
||||
|
||||
_updateParticle( &mParticles[1], accel, timeDelta );
|
||||
|
||||
mCurrentDir *= 0.989f;
|
||||
mCurrentDir += mParticles[1].position;
|
||||
|
||||
mCurrentStrength += windForce.len() * timeDelta;
|
||||
mCurrentStrength *= 0.98f;
|
||||
}
|
||||
|
||||
void ForestWindAccumulator::_updateParticle( VerletParticle *particle, const Point2F &accel, F32 timeDelta )
|
||||
{
|
||||
// Verlet integration:
|
||||
// x' = 2x - x* + a * dt^2
|
||||
// x' is the new position.
|
||||
// x is the current position.
|
||||
// x* is the last position.
|
||||
// a is the acceleration for this frame.
|
||||
// dt is the delta time.
|
||||
|
||||
particle->position = ((particle->position * 2.0f) - particle->lastPosition) + accel * (timeDelta * timeDelta);
|
||||
particle->lastPosition = particle->position;
|
||||
}
|
||||
|
||||
void ForestWindAccumulator::applyImpulse( const VectorF &impulse )
|
||||
{
|
||||
// First build the current force.
|
||||
VectorF force( mCurrentDir.x, mCurrentDir.y, 0 );
|
||||
|
||||
// Add in our mass corrected force.
|
||||
const F32 mass = mDataBlock->mMass * mScale;
|
||||
force += impulse / mass;
|
||||
|
||||
// Set the new direction and force.
|
||||
mCurrentDir.set( force.x, force.y );
|
||||
mCurrentStrength += impulse.len() * TickSec;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue