dhewm3-sdk/game/physics/Force_Grab.cpp

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//#ifdef _D3XP
2018-08-27 13:13:36 +00:00
#include "sys/platform.h"
#include "gamesys/SysCvar.h"
#include "gamesys/SaveGame.h"
#include "physics/Physics.h"
#include "Game_local.h"
#include "physics/Force_Grab.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 ) {
}
/*
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idForce_Grab::Init
================
*/
void idForce_Grab::Init( float damping ) {
if ( damping >= 0.0f && damping < 1.0f ) {
this->damping = damping;
}
}
/*
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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;
}
/*
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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;
}
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 );
}
}
}
/*
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idForce_Grab::RemovePhysics
================
*/
void idForce_Grab::RemovePhysics( const idPhysics *phys ) {
if ( physics == phys ) {
physics = NULL;
}
}
//#endif // _D3XP