mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
205 lines
4.8 KiB
C++
205 lines
4.8 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#pragma hdrstop
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#include "../../idlib/precompiled.h"
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#include "../Game_local.h"
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CLASS_DECLARATION( idForce, idForce_Grab )
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END_CLASS
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/*
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================
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idForce_Grab::Save
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================
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*/
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void idForce_Grab::Save( idSaveGame* savefile ) const
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{
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savefile->WriteFloat( damping );
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savefile->WriteVec3( goalPosition );
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savefile->WriteFloat( distanceToGoal );
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savefile->WriteInt( id );
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}
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/*
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================
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idForce_Grab::Restore
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================
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*/
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void idForce_Grab::Restore( idRestoreGame* savefile )
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{
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//Note: Owner needs to call set physics
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savefile->ReadFloat( damping );
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savefile->ReadVec3( goalPosition );
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savefile->ReadFloat( distanceToGoal );
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savefile->ReadInt( id );
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}
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/*
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================
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idForce_Grab::idForce_Grab
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================
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*/
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idForce_Grab::idForce_Grab()
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{
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damping = 0.5f;
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physics = NULL;
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id = 0;
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}
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/*
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================
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idForce_Grab::~idForce_Grab
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================
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*/
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idForce_Grab::~idForce_Grab()
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{
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}
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/*
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================
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idForce_Grab::Init
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================
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*/
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void idForce_Grab::Init( float damping )
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{
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if( damping >= 0.0f && damping < 1.0f )
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{
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this->damping = damping;
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}
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}
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/*
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================
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idForce_Grab::SetPhysics
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================
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*/
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void idForce_Grab::SetPhysics( idPhysics* phys, int id, const idVec3& goal )
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{
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this->physics = phys;
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this->id = id;
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this->goalPosition = goal;
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}
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/*
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================
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idForce_Grab::SetGoalPosition
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================
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*/
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void idForce_Grab::SetGoalPosition( const idVec3& goal )
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{
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this->goalPosition = goal;
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}
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/*
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=================
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idForce_Grab::GetDistanceToGoal
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=================
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*/
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float idForce_Grab::GetDistanceToGoal()
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{
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return distanceToGoal;
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}
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/*
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================
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idForce_Grab::Evaluate
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================
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*/
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void idForce_Grab::Evaluate( int time )
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{
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if( !physics )
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{
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return;
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}
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idVec3 forceDir, v, objectCenter;
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float forceAmt;
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float mass = physics->GetMass( id );
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objectCenter = physics->GetAbsBounds( id ).GetCenter();
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if( g_grabberRandomMotion.GetBool() && !common->IsMultiplayer() )
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{
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// Jitter the objectCenter around so it doesn't remain stationary
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float SinOffset = idMath::Sin( ( float )( gameLocal.time ) / 66.f );
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float randScale1 = gameLocal.random.RandomFloat();
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float randScale2 = gameLocal.random.CRandomFloat();
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objectCenter.x += ( SinOffset * 3.5f * randScale1 ) + ( randScale2 * 1.2f );
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objectCenter.y += ( SinOffset * -3.5f * randScale1 ) + ( randScale2 * 1.4f );
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objectCenter.z += ( SinOffset * 2.4f * randScale1 ) + ( randScale2 * 1.6f );
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}
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forceDir = goalPosition - objectCenter;
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distanceToGoal = forceDir.Normalize();
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float temp = distanceToGoal;
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if( temp > 12.f && temp < 32.f )
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{
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temp = 32.f;
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}
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forceAmt = ( 1000.f * mass ) + ( 500.f * temp * mass );
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if( forceAmt / mass > 120000.f )
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{
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forceAmt = 120000.f * mass;
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}
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physics->AddForce( id, objectCenter, forceDir * forceAmt );
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if( distanceToGoal < 196.f )
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{
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v = physics->GetLinearVelocity( id );
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physics->SetLinearVelocity( v * damping, id );
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}
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if( distanceToGoal < 16.f )
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{
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v = physics->GetAngularVelocity( id );
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if( v.LengthSqr() > Square( 8 ) )
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{
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physics->SetAngularVelocity( v * 0.99999f, id );
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}
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}
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}
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/*
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================
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idForce_Grab::RemovePhysics
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================
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*/
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void idForce_Grab::RemovePhysics( const idPhysics* phys )
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{
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if( physics == phys )
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{
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physics = NULL;
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}
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}
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