/* =========================================================================== 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 . 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. =========================================================================== */ #ifndef __FORCE_GRAB_H__ #define __FORCE_GRAB_H__ /* =============================================================================== Drag force =============================================================================== */ class idForce_Grab : public idForce { public: CLASS_PROTOTYPE( idForce_Grab ); void Save( idSaveGame* savefile ) const; void Restore( idRestoreGame* savefile ); idForce_Grab(); virtual ~idForce_Grab(); // initialize the drag force void Init( float damping ); // set physics object being dragged void SetPhysics( idPhysics* physics, int id, const idVec3& goal ); // update the goal position void SetGoalPosition( const idVec3& goal ); public: // common force interface virtual void Evaluate( int time ); virtual void RemovePhysics( const idPhysics* phys ); // Get the distance from object to goal position float GetDistanceToGoal(); private: // properties float damping; idVec3 goalPosition; float distanceToGoal; // positioning idPhysics* physics; // physics object int id; // clip model id of physics object }; #endif /* !__FORCE_GRAB_H__ */