doom3-bfg/neo/d3xp/physics/Force_Constant.cpp
2012-11-26 12:58:24 -06:00

135 lines
3.4 KiB
C++

/*
===========================================================================
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_Constant )
END_CLASS
/*
================
idForce_Constant::idForce_Constant
================
*/
idForce_Constant::idForce_Constant() {
force = vec3_zero;
physics = NULL;
id = 0;
point = vec3_zero;
}
/*
================
idForce_Constant::~idForce_Constant
================
*/
idForce_Constant::~idForce_Constant() {
}
/*
================
idForce_Constant::Save
================
*/
void idForce_Constant::Save( idSaveGame *savefile ) const {
savefile->WriteVec3( force );
savefile->WriteInt( id );
savefile->WriteVec3( point );
}
/*
================
idForce_Constant::Restore
================
*/
void idForce_Constant::Restore( idRestoreGame *savefile ) {
// Owner needs to call SetPhysics!!
savefile->ReadVec3( force );
savefile->ReadInt( id );
savefile->ReadVec3( point );
}
/*
================
idForce_Constant::SetPosition
================
*/
void idForce_Constant::SetPosition( idPhysics *physics, int id, const idVec3 &point ) {
this->physics = physics;
this->id = id;
this->point = point;
}
/*
================
idForce_Constant::SetForce
================
*/
void idForce_Constant::SetForce( const idVec3 &force ) {
this->force = force;
}
/*
================
idForce_Constant::SetPhysics
================
*/
void idForce_Constant::SetPhysics( idPhysics *physics ) {
this->physics = physics;
}
/*
================
idForce_Constant::Evaluate
================
*/
void idForce_Constant::Evaluate( int time ) {
idVec3 p;
if ( !physics ) {
return;
}
p = physics->GetOrigin( id ) + point * physics->GetAxis( id );
physics->AddForce( id, p, force );
}
/*
================
idForce_Constant::RemovePhysics
================
*/
void idForce_Constant::RemovePhysics( const idPhysics *phys ) {
if ( physics == phys ) {
physics = NULL;
}
}