dhewm3-sdk/game/physics/Force_Field.cpp

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/*
===========================================================================
Doom 3 GPL Source Code
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
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 "sys/platform.h"
#include "physics/Physics_Player.h"
#include "physics/Physics_Monster.h"
#include "WorldSpawn.h"
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#include "physics/Force_Field.h"
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CLASS_DECLARATION( idForce, idForce_Field )
END_CLASS
/*
================
idForce_Field::idForce_Field
================
*/
idForce_Field::idForce_Field( void ) {
type = FORCEFIELD_UNIFORM;
applyType = FORCEFIELD_APPLY_FORCE;
//ivan start
magnitudeType = FORCEFIELD_MAGNITUDE_FIXED;
distance_radius = 0.0f;
distance_offset = 0.0f;
oldVelocityPct = 0.0f;
//ivan end
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magnitude = 0.0f;
dir.Set( 0, 0, 1 );
randomTorque = 0.0f;
playerOnly = false;
monsterOnly = false;
clipModel = NULL;
}
/*
================
idForce_Field::~idForce_Field
================
*/
idForce_Field::~idForce_Field( void ) {
if ( this->clipModel ) {
delete this->clipModel;
}
}
/*
================
idForce_Field::Save
================
*/
void idForce_Field::Save( idSaveGame *savefile ) const {
savefile->WriteInt( type );
savefile->WriteInt( applyType);
//ivan start
savefile->WriteInt( magnitudeType);
savefile->WriteFloat( distance_radius );
savefile->WriteFloat( distance_offset );
savefile->WriteFloat( oldVelocityPct );
//ivan end
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savefile->WriteFloat( magnitude );
savefile->WriteVec3( dir );
savefile->WriteFloat( randomTorque );
savefile->WriteBool( playerOnly );
savefile->WriteBool( monsterOnly );
savefile->WriteClipModel( clipModel );
}
/*
================
idForce_Field::Restore
================
*/
void idForce_Field::Restore( idRestoreGame *savefile ) {
savefile->ReadInt( (int &)type );
savefile->ReadInt( (int &)applyType);
//ivan start
savefile->ReadInt( (int &)magnitudeType);
savefile->ReadFloat( distance_radius );
savefile->ReadFloat( distance_offset );
savefile->ReadFloat( oldVelocityPct );
//ivan end
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savefile->ReadFloat( magnitude );
savefile->ReadVec3( dir );
savefile->ReadFloat( randomTorque );
savefile->ReadBool( playerOnly );
savefile->ReadBool( monsterOnly );
savefile->ReadClipModel( clipModel );
}
/*
================
idForce_Field::SetClipModel
================
*/
void idForce_Field::SetClipModel( idClipModel *clipModel ) {
if ( this->clipModel && clipModel != this->clipModel ) {
delete this->clipModel;
}
this->clipModel = clipModel;
}
/*
================
idForce_Field::Uniform
================
*/
void idForce_Field::Uniform( const idVec3 &force ) {
dir = force;
magnitude = dir.Normalize();
type = FORCEFIELD_UNIFORM;
}
/*
================
idForce_Field::Explosion
================
*/
void idForce_Field::Explosion( float force ) {
magnitude = force;
type = FORCEFIELD_EXPLOSION;
}
/*
================
idForce_Field::Implosion
================
*/
void idForce_Field::Implosion( float force ) {
magnitude = force;
type = FORCEFIELD_IMPLOSION;
}
/*
================
idForce_Field::RandomTorque
================
*/
void idForce_Field::RandomTorque( float force ) {
randomTorque = force;
}
//ivan start
/*
================
idForce_Field::SetDistanceBounds
================
*/
void idForce_Field::SetDistanceBounds( float offset, float radius ) {
distance_offset = offset;
distance_radius = radius;
}
/*
================
idForce_Field::GetDistancePct
================
*/
float idForce_Field::GetDistancePct( float distance, bool inverse ) { //inverse means 1 inside and 0 outside the hypersphere
float resultPct;
//distance = idMath::Sqrt( distance ); //use sqrt distance
if( distance_radius <= 0.0f ){
if( distance_offset <= 0.0f ){
return 1.0f; //don't use pct
}else{ //either 0 or 1 if smaller or greater than offset
resultPct = ( (distance - distance_offset) > 0 ) ? 1.0f : 0.0f;
}
}else{
resultPct = (distance - distance_offset)/distance_radius;
if( resultPct < 0.0f ){ resultPct = 0.0f; } //less than the offset is zero
if( resultPct > 1.0f ) { resultPct = 1.0f; } //greater than offset+radius
}
if( inverse ){
resultPct = 1 - resultPct;
}
return resultPct;
}
//ivan end
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/*
================
idForce_Field::Evaluate
================
*/
void idForce_Field::Evaluate( int time ) {
int numClipModels, i;
idBounds bounds;
idVec3 force, torque, angularVelocity;
idClipModel *cm, *clipModelList[ MAX_GENTITIES ];
//ivan start
idVec3 distanceVec;
float realMagnitude;
//ivan end
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assert( clipModel );
bounds.FromTransformedBounds( clipModel->GetBounds(), clipModel->GetOrigin(), clipModel->GetAxis() );
numClipModels = gameLocal.clip.ClipModelsTouchingBounds( bounds, -1, clipModelList, MAX_GENTITIES );
torque.Zero();
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for ( i = 0; i < numClipModels; i++ ) {
cm = clipModelList[ i ];
if ( !cm->IsTraceModel() ) {
continue;
}
idEntity *entity = cm->GetEntity();
if ( !entity ) {
continue;
}
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idPhysics *physics = entity->GetPhysics();
if ( playerOnly ) {
if ( !physics->IsType( idPhysics_Player::Type ) ) {
continue;
}
} else if ( monsterOnly ) {
if ( !physics->IsType( idPhysics_Monster::Type ) ) {
continue;
}
}
if ( !gameLocal.clip.ContentsModel( cm->GetOrigin(), cm, cm->GetAxis(), -1,
clipModel->Handle(), clipModel->GetOrigin(), clipModel->GetAxis() ) ) {
continue;
}
//ivan start
distanceVec = cm->GetOrigin() - clipModel->GetOrigin();
//ivan end
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switch( type ) {
case FORCEFIELD_UNIFORM: {
force = dir;
break;
}
case FORCEFIELD_EXPLOSION: {
//force = cm->GetOrigin() - clipModel->GetOrigin();
force = distanceVec;
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force.Normalize();
break;
}
case FORCEFIELD_IMPLOSION: {
//force = clipModel->GetOrigin() - cm->GetOrigin();
force = -distanceVec;
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force.Normalize();
break;
}
default: {
gameLocal.Error( "idForce_Field: invalid type" );
return;
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}
}
if ( randomTorque != 0.0f ) {
torque[0] = gameLocal.random.CRandomFloat();
torque[1] = gameLocal.random.CRandomFloat();
torque[2] = gameLocal.random.CRandomFloat();
if ( torque.Normalize() == 0.0f ) {
torque[2] = 1.0f;
}
}
//ivan start - magnitude
switch( magnitudeType ) {
case FORCEFIELD_MAGNITUDE_FIXED: {
realMagnitude = magnitude; //do nothing, just use the default magnitude
break;
}
case FORCEFIELD_MAGNITUDE_DISTANCE: {
realMagnitude = magnitude * GetDistancePct( distanceVec.LengthFast(), false );
break;
}
case FORCEFIELD_MAGNITUDE_DISTANCE_INV: {
realMagnitude = magnitude * GetDistancePct( distanceVec.LengthFast(), true );
break;
}
default: {
gameLocal.Error( "idForce_Field: invalid magnitude type" );
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realMagnitude = 0.0f; // shut up about uninit variable, compiler, this code isn't reachable anyway
break;
}
}
//ivan end
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switch( applyType ) {
case FORCEFIELD_APPLY_FORCE: {
if ( randomTorque != 0.0f ) {
entity->AddForce( gameLocal.world, cm->GetId(), cm->GetOrigin() + torque.Cross( dir ) * randomTorque, dir * realMagnitude );
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}
else {
entity->AddForce( gameLocal.world, cm->GetId(), cm->GetOrigin(), force * realMagnitude );
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}
break;
}
case FORCEFIELD_APPLY_VELOCITY: {
//ivan start
idVec3 oldVelocity;
if( oldVelocityPct > 0 ){
oldVelocity = oldVelocityPct * physics->GetLinearVelocity();
}else{
oldVelocity.Zero();
}
physics->SetLinearVelocity( oldVelocity + force * realMagnitude, cm->GetId() );
//was: physics->SetLinearVelocity( force * realMagnitude, cm->GetId() );
//ivan end
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if ( randomTorque != 0.0f ) {
angularVelocity = physics->GetAngularVelocity( cm->GetId() );
physics->SetAngularVelocity( 0.5f * (angularVelocity + torque * randomTorque), cm->GetId() );
}
break;
}
case FORCEFIELD_APPLY_IMPULSE: {
if ( randomTorque != 0.0f ) {
entity->ApplyImpulse( gameLocal.world, cm->GetId(), cm->GetOrigin() + torque.Cross( dir ) * randomTorque, dir * realMagnitude );
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}
else {
entity->ApplyImpulse( gameLocal.world, cm->GetId(), cm->GetOrigin(), force * realMagnitude );
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}
break;
}
default: {
gameLocal.Error( "idForce_Field: invalid apply type" );
return;
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}
}
}
}