mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-15 15:01:19 +00:00
205 lines
4.8 KiB
C++
205 lines
4.8 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 "precompiled.h"
|
|
|
|
|
|
#include "../Game_local.h"
|
|
|
|
CLASS_DECLARATION( idForce, idForce_Grab )
|
|
END_CLASS
|
|
|
|
|
|
/*
|
|
================
|
|
idForce_Grab::Save
|
|
================
|
|
*/
|
|
void idForce_Grab::Save( idSaveGame* savefile ) const
|
|
{
|
|
|
|
savefile->WriteFloat( damping );
|
|
savefile->WriteVec3( goalPosition );
|
|
savefile->WriteFloat( distanceToGoal );
|
|
savefile->WriteInt( id );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idForce_Grab::Restore
|
|
================
|
|
*/
|
|
void idForce_Grab::Restore( idRestoreGame* savefile )
|
|
{
|
|
|
|
//Note: Owner needs to call set physics
|
|
savefile->ReadFloat( damping );
|
|
savefile->ReadVec3( goalPosition );
|
|
savefile->ReadFloat( distanceToGoal );
|
|
savefile->ReadInt( id );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idForce_Grab::idForce_Grab
|
|
================
|
|
*/
|
|
idForce_Grab::idForce_Grab()
|
|
{
|
|
damping = 0.5f;
|
|
physics = NULL;
|
|
id = 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idForce_Grab::~idForce_Grab
|
|
================
|
|
*/
|
|
idForce_Grab::~idForce_Grab()
|
|
{
|
|
}
|
|
|
|
/*
|
|
================
|
|
idForce_Grab::Init
|
|
================
|
|
*/
|
|
void idForce_Grab::Init( float damping )
|
|
{
|
|
if( damping >= 0.0f && damping < 1.0f )
|
|
{
|
|
this->damping = damping;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idForce_Grab::SetPhysics
|
|
================
|
|
*/
|
|
void idForce_Grab::SetPhysics( idPhysics* phys, int id, const idVec3& goal )
|
|
{
|
|
this->physics = phys;
|
|
this->id = id;
|
|
this->goalPosition = goal;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idForce_Grab::SetGoalPosition
|
|
================
|
|
*/
|
|
void idForce_Grab::SetGoalPosition( const idVec3& goal )
|
|
{
|
|
this->goalPosition = goal;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idForce_Grab::GetDistanceToGoal
|
|
=================
|
|
*/
|
|
float idForce_Grab::GetDistanceToGoal()
|
|
{
|
|
return distanceToGoal;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idForce_Grab::Evaluate
|
|
================
|
|
*/
|
|
void idForce_Grab::Evaluate( int time )
|
|
{
|
|
if( !physics )
|
|
{
|
|
return;
|
|
}
|
|
idVec3 forceDir, v, objectCenter;
|
|
float forceAmt;
|
|
float mass = physics->GetMass( id );
|
|
|
|
objectCenter = physics->GetAbsBounds( id ).GetCenter();
|
|
|
|
if( g_grabberRandomMotion.GetBool() && !common->IsMultiplayer() )
|
|
{
|
|
// Jitter the objectCenter around so it doesn't remain stationary
|
|
float SinOffset = idMath::Sin( ( float )( gameLocal.time ) / 66.f );
|
|
float randScale1 = gameLocal.random.RandomFloat();
|
|
float randScale2 = gameLocal.random.CRandomFloat();
|
|
objectCenter.x += ( SinOffset * 3.5f * randScale1 ) + ( randScale2 * 1.2f );
|
|
objectCenter.y += ( SinOffset * -3.5f * randScale1 ) + ( randScale2 * 1.4f );
|
|
objectCenter.z += ( SinOffset * 2.4f * randScale1 ) + ( randScale2 * 1.6f );
|
|
}
|
|
|
|
forceDir = goalPosition - objectCenter;
|
|
distanceToGoal = forceDir.Normalize();
|
|
|
|
float temp = distanceToGoal;
|
|
if( temp > 12.f && temp < 32.f )
|
|
{
|
|
temp = 32.f;
|
|
}
|
|
forceAmt = ( 1000.f * mass ) + ( 500.f * temp * mass );
|
|
|
|
if( forceAmt / mass > 120000.f )
|
|
{
|
|
forceAmt = 120000.f * mass;
|
|
}
|
|
physics->AddForce( id, objectCenter, forceDir * forceAmt );
|
|
|
|
if( distanceToGoal < 196.f )
|
|
{
|
|
v = physics->GetLinearVelocity( id );
|
|
physics->SetLinearVelocity( v * damping, id );
|
|
}
|
|
if( distanceToGoal < 16.f )
|
|
{
|
|
v = physics->GetAngularVelocity( id );
|
|
if( v.LengthSqr() > Square( 8 ) )
|
|
{
|
|
physics->SetAngularVelocity( v * 0.99999f, id );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idForce_Grab::RemovePhysics
|
|
================
|
|
*/
|
|
void idForce_Grab::RemovePhysics( const idPhysics* phys )
|
|
{
|
|
if( physics == phys )
|
|
{
|
|
physics = NULL;
|
|
}
|
|
}
|
|
|