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151 lines
2.9 KiB
C++
151 lines
2.9 KiB
C++
// sikk---> Object Manipulation
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#include "Force_Grab.h"
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#include "../Game_local.h"
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CLASS_DECLARATION( idForce, idForce_Grab )
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END_CLASS
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/*
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================
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idForce_Grab::Save
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================
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*/
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void idForce_Grab::Save( idSaveGame *savefile ) const {
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savefile->WriteFloat( damping );
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savefile->WriteVec3( goalPosition );
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savefile->WriteFloat( distanceToGoal );
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savefile->WriteInt( id );
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}
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/*
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================
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idForce_Grab::Restore
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================
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*/
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void idForce_Grab::Restore( idRestoreGame *savefile ) {
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//Note: Owner needs to call set physics
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savefile->ReadFloat( damping );
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savefile->ReadVec3( goalPosition );
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savefile->ReadFloat( distanceToGoal );
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savefile->ReadInt( id );
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}
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/*
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================
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idForce_Grab::idForce_Grab
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================
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*/
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idForce_Grab::idForce_Grab( void ) {
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damping = 0.5f;
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physics = NULL;
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id = 0;
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}
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/*
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================
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idForce_Grab::~idForce_Grab
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================
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*/
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idForce_Grab::~idForce_Grab( void ) {
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}
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/*
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================
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idForce_Grab::Init
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================
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*/
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void idForce_Grab::Init( float damping ) {
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if ( damping >= 0.0f && damping < 1.0f ) {
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this->damping = damping;
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}
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}
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/*
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================
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idForce_Grab::SetPhysics
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================
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*/
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void idForce_Grab::SetPhysics( idPhysics *phys, int id, const idVec3 &goal ) {
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this->physics = phys;
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this->id = id;
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this->goalPosition = goal;
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}
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/*
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================
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idForce_Grab::SetGoalPosition
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================
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*/
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void idForce_Grab::SetGoalPosition( const idVec3 &goal ) {
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this->goalPosition = goal;
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}
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/*
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=================
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idForce_Grab::GetDistanceToGoal
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=================
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*/
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float idForce_Grab::GetDistanceToGoal( void ) {
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return distanceToGoal;
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}
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/*
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================
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idForce_Grab::Evaluate
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================
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*/
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void idForce_Grab::Evaluate( int time ) {
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if ( !physics )
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return;
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idVec3 forceDir, v, objectCenter;
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float forceAmt;
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float mass = physics->GetMass( id );
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objectCenter = physics->GetAbsBounds( id ).GetCenter();
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forceDir = goalPosition - objectCenter;
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distanceToGoal = forceDir.Normalize();
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float temp = distanceToGoal;
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if ( temp > 12.0f && temp < 32.0f ) {
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temp = 32.0f;
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}
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forceAmt = ( 1000.0f * mass ) + ( 500.0f * temp * mass );
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if ( forceAmt / mass > 120000.0f ) {
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forceAmt = 120000.0f * mass;
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}
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physics->AddForce( id, objectCenter, forceDir * forceAmt );
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if ( distanceToGoal < 128.0f ) {
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v = physics->GetLinearVelocity( id );
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if ( distanceToGoal <= 1.0f )
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physics->SetLinearVelocity( vec3_origin, id );
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else
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physics->SetLinearVelocity( v * damping, id );
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}
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physics->SetAngularVelocity( vec3_origin, id );
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//if ( distanceToGoal < 16.0f ) {
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// v = physics->GetAngularVelocity( id );
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// if ( v.LengthSqr() > Square( 8 ) ) {
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// physics->SetAngularVelocity( v * 0.99999f, id );
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// }
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//}
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}
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/*
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================
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idForce_Grab::RemovePhysics
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================
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*/
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void idForce_Grab::RemovePhysics( const idPhysics *phys ) {
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if ( physics == phys ) {
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physics = NULL;
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}
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}
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// <---sikk
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