quadrilateralcowboy/d3xp/physics/Force_Grab.cpp
2020-06-12 14:06:25 -07:00

202 lines
4.9 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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.
===========================================================================
*/
#include "../../idlib/precompiled.h"
#pragma hdrstop
#ifdef _D3XP
#include "../Game_local.h"
CLASS_DECLARATION( idForce, idForce_Grab )
END_CLASS
/*
================
idForce_Grab::Save
================
*/
void idForce_Grab::Save( idSaveGame *savefile ) const {
savefile->WriteFloat( damping );
savefile->WriteVec3( goalPosition );
savefile->WriteFloat( distanceToGoal );
savefile->WriteInt( id );
}
/*
================
idForce_Grab::Restore
================
*/
void idForce_Grab::Restore( idRestoreGame *savefile ) {
//Note: Owner needs to call set physics
savefile->ReadFloat( damping );
savefile->ReadVec3( goalPosition );
savefile->ReadFloat( distanceToGoal );
savefile->ReadInt( id );
}
/*
================
idForce_Grab::idForce_Grab
================
*/
idForce_Grab::idForce_Grab( void ) {
damping = 0.5f;
physics = NULL;
id = 0;
}
/*
================
idForce_Grab::~idForce_Grab
================
*/
idForce_Grab::~idForce_Grab( void ) {
}
/*
================
idForce_Grab::Init
================
*/
void idForce_Grab::Init( float damping ) {
if ( damping >= 0.0f && damping < 1.0f ) {
this->damping = damping;
}
}
/*
================
idForce_Grab::SetPhysics
================
*/
void idForce_Grab::SetPhysics( idPhysics *phys, int id, const idVec3 &goal ) {
this->physics = phys;
this->id = id;
this->goalPosition = goal;
}
/*
================
idForce_Grab::SetGoalPosition
================
*/
void idForce_Grab::SetGoalPosition( const idVec3 &goal ) {
this->goalPosition = goal;
}
/*
=================
idForce_Grab::GetDistanceToGoal
=================
*/
float idForce_Grab::GetDistanceToGoal( void ) {
return distanceToGoal;
}
/*
================
idForce_Grab::Evaluate
================
*/
void idForce_Grab::Evaluate( int time ) {
if ( !physics ) {
return;
}
idVec3 forceDir, v, objectCenter;
float forceAmt;
float mass = physics->GetMass(id);
objectCenter = physics->GetAbsBounds(id).GetCenter();
if ( g_grabberRandomMotion.GetBool() && !gameLocal.isMultiplayer ) {
// Jitter the objectCenter around so it doesn't remain stationary
float SinOffset = idMath::Sin( (float)(gameLocal.time)/66.f );
float randScale1 = gameLocal.random.RandomFloat();
float randScale2 = gameLocal.random.CRandomFloat();
objectCenter.x += ( SinOffset * 3.5f * randScale1 ) + ( randScale2 * 1.2f );
objectCenter.y += ( SinOffset * -3.5f * randScale1 ) + ( randScale2 * 1.4f );
objectCenter.z += ( SinOffset * 2.4f * randScale1 ) + ( randScale2 * 1.6f );
}
forceDir = goalPosition - objectCenter;
distanceToGoal = forceDir.Normalize();
float temp = distanceToGoal;
if ( temp > 12.f && temp < 32.f ) {
temp = 32.f;
}
forceAmt = (1000.f * mass) + (500.f * temp * mass);
if ( forceAmt/mass > 120000.f ) {
forceAmt = 120000.f * mass;
}
//bc jitter fix?
if (distanceToGoal >= 0.5f)
physics->AddForce( id, objectCenter, forceDir * forceAmt );
if ( distanceToGoal < 196.f )
{
v = physics->GetLinearVelocity( id );
physics->SetLinearVelocity( v * damping, id );
}
if ( distanceToGoal < 16.f )
{
v = physics->GetAngularVelocity(id);
if ( v.LengthSqr() > Square(8) )
{
physics->SetAngularVelocity( v * 0.99999f, id );
}
}
/*
if ( idStr::Cmp( physics->GetClassname(), "idPhysics_AF" ) == 0 && distanceToGoal < 11 )
{
RemovePhysics( physics );
}*/
}
/*
================
idForce_Grab::RemovePhysics
================
*/
void idForce_Grab::RemovePhysics( const idPhysics *phys ) {
if ( physics == phys ) {
physics = NULL;
}
}
#endif // _D3XP