/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?). Doom 3 Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __FORCE_DRAG_H__ #define __FORCE_DRAG_H__ /* =============================================================================== Drag force =============================================================================== */ class idForce_Drag : public idForce { public: CLASS_PROTOTYPE( idForce_Drag ); idForce_Drag( void ); virtual ~idForce_Drag( void ); // initialize the drag force void Init( float damping ); // set physics object being dragged void SetPhysics( idPhysics *physics, int id, const idVec3 &p ); // set position to drag towards void SetDragPosition( const idVec3 &pos ); // get the position dragged towards const idVec3 & GetDragPosition( void ) const; // get the position on the dragged physics object const idVec3 GetDraggedPosition( void ) const; public: // common force interface virtual void Evaluate( int time ); virtual void RemovePhysics( const idPhysics *phys ); private: // properties float damping; // positioning idPhysics * physics; // physics object int id; // clip model id of physics object idVec3 p; // position on clip model idVec3 dragPosition; // drag towards this position }; #endif /* !__FORCE_DRAG_H__ */