/* =========================================================================== 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. =========================================================================== */ #pragma hdrstop #include "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; } }