quake4-sdk/source/mpgame/physics/Force_Constant.cpp

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2007-06-15 00:00:00 +00:00
#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
CLASS_DECLARATION( idForce, idForce_Constant )
END_CLASS
/*
================
idForce_Constant::idForce_Constant
================
*/
idForce_Constant::idForce_Constant( void ) {
force = vec3_zero;
physics = NULL;
id = 0;
point = vec3_zero;
}
/*
================
idForce_Constant::~idForce_Constant
================
*/
idForce_Constant::~idForce_Constant( void ) {
}
/*
================
idForce_Constant::Save
================
*/
void idForce_Constant::Save( idSaveGame *savefile ) const {
savefile->WriteVec3( force );
// TOSAVE: idPhysics * physics
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;
}
}