Danbias/Code/OysterPhysics3D/Spring.cpp

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2013-11-12 00:10:48 +01:00
/////////////////////////////////////////////////////////////////////
// Created by Dan Andersson 2013
/////////////////////////////////////////////////////////////////////
#include "Spring.h"
using namespace ::Oyster::Math3D;
using namespace ::Oyster::Physics3D;
Spring::Spring( Float r, Float s, Float d )
: restingLength(r), springCoefficiant(s), dampeningCoefficiant(d) {}
Spring & Spring::operator = ( const Spring &spring )
{
this->restingLength = spring.restingLength;
this->springCoefficiant = spring.springCoefficiant;
this->dampeningCoefficiant = spring.dampeningCoefficiant;
return *this;
}
Float3 & Spring::GetSpringForce( const Float3 &deltaPosition, Float3 &targetMem ) const
{
Float length = deltaPosition.Dot( deltaPosition );
if( length != 0.0f )
{
length = sqrt( length );
return targetMem = deltaPosition * ( this->springCoefficiant * (length - this->restingLength) / length );
}
else return targetMem = Float3::null;
}
Float3 & Spring::GetDampeningForce( const Float3 &deltaPosition, const Float3 &deltaLinearVelocity, Float3 &targetMem ) const
{
Float projectedSpeed = deltaPosition.Dot(deltaPosition);
if( projectedSpeed != 0.0f )
{
projectedSpeed = deltaLinearVelocity.Dot(deltaPosition) / projectedSpeed;
return targetMem = deltaPosition * ( this->dampeningCoefficiant * projectedSpeed );
}
else return targetMem = Float3::null;
}
Float3 & Spring::GetSpringDampeningForce( const Float3 &deltaPosition, const Float3 &deltaLinearVelocity, Float3 &targetMem) const
{
Float length = deltaPosition.Dot( deltaPosition );
if( length != 0.0f )
{ // f = sprCoeff * (|dP| - rL) + (dV dot dP) * (dampCoeff / |dP|) * (dP / |dP|)
length = sqrt( length );
Float force = this->springCoefficiant * (length - this->restingLength);
force += deltaLinearVelocity.Dot(deltaPosition) * (this->dampeningCoefficiant / length);
return targetMem = deltaPosition * (force / length);
}
else return targetMem = Float3::null;
}