doom3-bfg/neo/d3xp/physics/Force_Drag.cpp

156 lines
4.2 KiB
C++
Raw Normal View History

2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition 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 BFG Edition 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.
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "../Game_local.h"
CLASS_DECLARATION( idForce, idForce_Drag )
END_CLASS
/*
================
idForce_Drag::idForce_Drag
================
*/
idForce_Drag::idForce_Drag() {
damping = 0.5f;
physics = NULL;
id = 0;
p = vec3_zero;
dragPosition = vec3_zero;
}
/*
================
idForce_Drag::~idForce_Drag
================
*/
idForce_Drag::~idForce_Drag() {
}
/*
================
idForce_Drag::Init
================
*/
void idForce_Drag::Init( float damping ) {
if ( damping >= 0.0f && damping < 1.0f ) {
this->damping = damping;
}
}
/*
================
idForce_Drag::SetPhysics
================
*/
void idForce_Drag::SetPhysics( idPhysics *phys, int id, const idVec3 &p ) {
this->physics = phys;
this->id = id;
this->p = p;
}
/*
================
idForce_Drag::SetDragPosition
================
*/
void idForce_Drag::SetDragPosition( const idVec3 &pos ) {
this->dragPosition = pos;
}
/*
================
idForce_Drag::GetDragPosition
================
*/
const idVec3 &idForce_Drag::GetDragPosition() const {
return this->dragPosition;
}
/*
================
idForce_Drag::GetDraggedPosition
================
*/
const idVec3 idForce_Drag::GetDraggedPosition() const {
return ( physics->GetOrigin( id ) + p * physics->GetAxis( id ) );
}
/*
================
idForce_Drag::Evaluate
================
*/
void idForce_Drag::Evaluate( int time ) {
float l1, l2, mass;
idVec3 dragOrigin, dir1, dir2, velocity, centerOfMass;
idMat3 inertiaTensor;
idRotation rotation;
idClipModel *clipModel;
if ( !physics ) {
return;
}
clipModel = physics->GetClipModel( id );
if ( clipModel != NULL && clipModel->IsTraceModel() ) {
clipModel->GetMassProperties( 1.0f, mass, centerOfMass, inertiaTensor );
} else {
centerOfMass.Zero();
}
centerOfMass = physics->GetOrigin( id ) + centerOfMass * physics->GetAxis( id );
dragOrigin = physics->GetOrigin( id ) + p * physics->GetAxis( id );
dir1 = dragPosition - centerOfMass;
dir2 = dragOrigin - centerOfMass;
l1 = dir1.Normalize();
l2 = dir2.Normalize();
rotation.Set( centerOfMass, dir2.Cross( dir1 ), RAD2DEG( idMath::ACos( dir1 * dir2 ) ) );
physics->SetAngularVelocity( rotation.ToAngularVelocity() / MS2SEC( gameLocal.time - gameLocal.previousTime ), id );
velocity = physics->GetLinearVelocity( id ) * damping + dir1 * ( ( l1 - l2 ) * ( 1.0f - damping ) / MS2SEC( gameLocal.time - gameLocal.previousTime ) );
physics->SetLinearVelocity( velocity, id );
}
/*
================
idForce_Drag::RemovePhysics
================
*/
void idForce_Drag::RemovePhysics( const idPhysics *phys ) {
if ( physics == phys ) {
physics = NULL;
}
}