mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-11-24 05:11:21 +00:00
189 lines
4.7 KiB
C++
189 lines
4.7 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;
|
||
|
}
|
||
|
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 );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idForce_Grab::RemovePhysics
|
||
|
================
|
||
|
*/
|
||
|
void idForce_Grab::RemovePhysics( const idPhysics *phys ) {
|
||
|
if ( physics == phys ) {
|
||
|
physics = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif // _D3XP
|