mirror of
https://github.com/blendogames/quadrilateralcowboy.git
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81 lines
2.7 KiB
C++
81 lines
2.7 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __FORCE_GRAB_H__
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#define __FORCE_GRAB_H__
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#ifdef _D3XP
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/*
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===============================================================================
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Drag force
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===============================================================================
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*/
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class idForce_Grab : public idForce {
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public:
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CLASS_PROTOTYPE( idForce_Grab );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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idForce_Grab( void );
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virtual ~idForce_Grab( void );
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// initialize the drag force
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void Init( float damping );
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// set physics object being dragged
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void SetPhysics( idPhysics *physics, int id, const idVec3 &goal );
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// update the goal position
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void SetGoalPosition( const idVec3 &goal );
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public: // common force interface
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virtual void Evaluate( int time );
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virtual void RemovePhysics( const idPhysics *phys );
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// Get the distance from object to goal position
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float GetDistanceToGoal( void );
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private:
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// properties
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float damping;
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idVec3 goalPosition;
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float distanceToGoal;
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// positioning
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idPhysics * physics; // physics object
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int id; // clip model id of physics object
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};
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#endif /* _D3XP */
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#endif /* !__FORCE_GRAB_H__ */
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