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44 lines
1.3 KiB
C++
44 lines
1.3 KiB
C++
//
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// Physics.cpp
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// hifi
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//
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// Created by Philip on July 11, 2013
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//
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// Routines to help with doing virtual world physics
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//
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#include <glm/glm.hpp>
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#include <SharedUtil.h>
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#include "Util.h"
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#include "world.h"
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#include "Physics.h"
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//
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// Applies static friction: maxVelocity is the largest velocity for which there
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// there is friction, and strength is the amount of friction force applied to reduce
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// velocity.
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//
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void applyStaticFriction(float deltaTime, glm::vec3& velocity, float maxVelocity, float strength) {
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float v = glm::length(velocity);
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if (v < maxVelocity) {
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velocity *= glm::clamp((1.0f - deltaTime * strength * (1.f - v / maxVelocity)), 0.0f, 1.0f);
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}
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}
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//
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// Applies velocity damping, with a strength value for linear and squared velocity damping
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//
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void applyDamping(float deltaTime, glm::vec3& velocity, float linearStrength, float squaredStrength) {
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if (squaredStrength == 0.f) {
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velocity *= glm::clamp(1.f - deltaTime * linearStrength, 0.f, 1.f);
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} else {
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velocity *= glm::clamp(1.f - deltaTime * (linearStrength + glm::length(velocity) * squaredStrength), 0.f, 1.f);
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}
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}
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void applyDampedSpring(float deltaTime, glm::vec3& velocity, glm::vec3& position, glm::vec3& targetPosition, float k, float damping) {
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}
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