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

79 lines
2.7 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.
===========================================================================
*/
#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__ */