Torque3D/Engine/source/forest/forestWindAccumulator.cpp
2012-09-19 11:15:01 -04:00

133 lines
4.5 KiB
C++

//-----------------------------------------------------------------------------
// 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;
}