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//============================================================================= // $Author: Aleiby $ // $Date: 3/08/02 9:51a $ // $Revision: 3 $ //============================================================================= //------------------------------------------------------------------------------ // Name: SpringForce.uc // Author: Aaron R Leiby // Date: 27 March 2000 //------------------------------------------------------------------------------ // Description: Simple spring force to connect two particles. //------------------------------------------------------------------------------ // How to use this class: // + These should probably be used in conjunction with a dampening force // (FrictionForce) too keep things from getting too wild. //------------------------------------------------------------------------------ // Fix ARL: Springs should be evaluated after SlipForces. But we can't do that // because currently we are velocity based and need to be evaluated before // the LocatorForce -- otherwise we'll never affect the particles' locations // until the next tick. SlipForces need to be evaluated after the LocatorForce // because their main purpose is to fix the "mistakes" that the locator force // makes (thus keeping the particle positions correctly relative to each other). // // Solution: Make a spring force that replaces the locator force, and correctly // takes occilation into account based on the current velocity. class SpringForce extends Force native; var() public float Stiffness; // Spring constant. (Larger values == stiffer spring) var() public float SpringLength; // Automatically set by SetEndpoint, // but may also be set manually. var() native ParticleHandle ParticleA, ParticleB; // Affected particles. var const private int StiffnessPtr; // Reference to a master spring constant -- only used if set. //------------------------------------------------------------------------------ // Note: Spring length is automatically calculated when you call this funciton // based upon the particle's existing relative locations. //------------------------------------------------------------------------------ public native simulated function SetEndpoints( ParticleHandle A, ParticleHandle B ); defaultproperties { Stiffness=0.333333 SpringLength=64.000000 Priority=30.000000 } |
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