mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
170 lines
4.2 KiB
C++
170 lines
4.2 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 "precompiled.h"
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#include "../Game_local.h"
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CLASS_DECLARATION( idForce, idForce_Drag )
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END_CLASS
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/*
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================
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idForce_Drag::idForce_Drag
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================
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*/
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idForce_Drag::idForce_Drag()
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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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p = vec3_zero;
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dragPosition = vec3_zero;
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}
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/*
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================
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idForce_Drag::~idForce_Drag
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================
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*/
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idForce_Drag::~idForce_Drag()
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{
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}
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/*
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================
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idForce_Drag::Init
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================
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*/
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void idForce_Drag::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_Drag::SetPhysics
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================
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*/
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void idForce_Drag::SetPhysics( idPhysics* phys, int id, const idVec3& p )
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{
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this->physics = phys;
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this->id = id;
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this->p = p;
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}
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/*
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================
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idForce_Drag::SetDragPosition
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================
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*/
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void idForce_Drag::SetDragPosition( const idVec3& pos )
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{
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this->dragPosition = pos;
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}
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/*
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================
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idForce_Drag::GetDragPosition
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================
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*/
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const idVec3& idForce_Drag::GetDragPosition() const
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{
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return this->dragPosition;
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}
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/*
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================
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idForce_Drag::GetDraggedPosition
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================
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*/
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const idVec3 idForce_Drag::GetDraggedPosition() const
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{
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return ( physics->GetOrigin( id ) + p * physics->GetAxis( id ) );
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}
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/*
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================
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idForce_Drag::Evaluate
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================
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*/
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void idForce_Drag::Evaluate( int time )
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{
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float l1, l2, mass;
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idVec3 dragOrigin, dir1, dir2, velocity, centerOfMass;
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idMat3 inertiaTensor;
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idRotation rotation;
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idClipModel* clipModel;
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if( !physics )
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{
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return;
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}
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clipModel = physics->GetClipModel( id );
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if( clipModel != NULL && clipModel->IsTraceModel() )
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{
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clipModel->GetMassProperties( 1.0f, mass, centerOfMass, inertiaTensor );
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}
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else
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{
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centerOfMass.Zero();
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}
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centerOfMass = physics->GetOrigin( id ) + centerOfMass * physics->GetAxis( id );
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dragOrigin = physics->GetOrigin( id ) + p * physics->GetAxis( id );
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dir1 = dragPosition - centerOfMass;
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dir2 = dragOrigin - centerOfMass;
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l1 = dir1.Normalize();
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l2 = dir2.Normalize();
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rotation.Set( centerOfMass, dir2.Cross( dir1 ), RAD2DEG( idMath::ACos( dir1 * dir2 ) ) );
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physics->SetAngularVelocity( rotation.ToAngularVelocity() / MS2SEC( gameLocal.time - gameLocal.previousTime ), id );
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velocity = physics->GetLinearVelocity( id ) * damping + dir1 * ( ( l1 - l2 ) * ( 1.0f - damping ) / MS2SEC( gameLocal.time - gameLocal.previousTime ) );
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physics->SetLinearVelocity( velocity, id );
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}
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/*
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================
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idForce_Drag::RemovePhysics
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================
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*/
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void idForce_Drag::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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